CGTownInstance.cpp 34 KB

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  1. /*
  2. * CGTownInstance.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 "CGTownInstance.h"
  12. #include "CGTownBuilding.h"
  13. #include "../spells/CSpellHandler.h"
  14. #include "../bonuses/Bonus.h"
  15. #include "../battle/IBattleInfoCallback.h"
  16. #include "../CConfigHandler.h"
  17. #include "../CGeneralTextHandler.h"
  18. #include "../IGameCallback.h"
  19. #include "../gameState/CGameState.h"
  20. #include "../mapping/CMap.h"
  21. #include "../CPlayerState.h"
  22. #include "../StartInfo.h"
  23. #include "../TerrainHandler.h"
  24. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  25. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  26. #include "../mapObjects/CGHeroInstance.h"
  27. #include "../modding/ModScope.h"
  28. #include "../networkPacks/StackLocation.h"
  29. #include "../networkPacks/PacksForClient.h"
  30. #include "../networkPacks/PacksForClientBattle.h"
  31. #include "../serializer/JsonSerializeFormat.h"
  32. #include <vstd/RNG.h>
  33. VCMI_LIB_NAMESPACE_BEGIN
  34. int CGTownInstance::getSightRadius() const //returns sight distance
  35. {
  36. auto ret = CBuilding::HEIGHT_NO_TOWER;
  37. for(const auto & bid : builtBuildings)
  38. {
  39. if(bid.IsSpecialOrGrail())
  40. {
  41. auto height = town->buildings.at(bid)->height;
  42. if(ret < height)
  43. ret = height;
  44. }
  45. }
  46. return ret;
  47. }
  48. void CGTownInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
  49. {
  50. ///this is freakin' overcomplicated solution
  51. switch (what)
  52. {
  53. case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
  54. bonusingBuildings[identifier.getNum()]->setProperty(ObjProperty::VISITORS, visitingHero->id);
  55. break;
  56. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  57. bonusingBuildings[identifier.getNum()]->setProperty(ObjProperty::STRUCTURE_CLEAR_VISITORS, NumericID(0));
  58. break;
  59. case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
  60. bonusingBuildings[identifier.getNum()]->setProperty(ObjProperty::VISITORS, garrisonHero->id);
  61. break;
  62. case ObjProperty::BONUS_VALUE_FIRST:
  63. bonusValue.first = identifier.getNum();
  64. break;
  65. case ObjProperty::BONUS_VALUE_SECOND:
  66. bonusValue.second = identifier.getNum();
  67. break;
  68. case ObjProperty::REWARD_RANDOMIZE:
  69. bonusingBuildings[identifier.getNum()]->setProperty(ObjProperty::REWARD_RANDOMIZE, NumericID(0));
  70. break;
  71. }
  72. }
  73. CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
  74. {
  75. if (hasBuilt(BuildingID::CASTLE))
  76. return CASTLE;
  77. if (hasBuilt(BuildingID::CITADEL))
  78. return CITADEL;
  79. if (hasBuilt(BuildingID::FORT))
  80. return FORT;
  81. return NONE;
  82. }
  83. int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  84. {
  85. if (hasBuilt(BuildingID::CAPITOL))
  86. return 3;
  87. if (hasBuilt(BuildingID::CITY_HALL))
  88. return 2;
  89. if (hasBuilt(BuildingID::TOWN_HALL))
  90. return 1;
  91. if (hasBuilt(BuildingID::VILLAGE_HALL))
  92. return 0;
  93. return -1;
  94. }
  95. int CGTownInstance::mageGuildLevel() const
  96. {
  97. if (hasBuilt(BuildingID::MAGES_GUILD_5))
  98. return 5;
  99. if (hasBuilt(BuildingID::MAGES_GUILD_4))
  100. return 4;
  101. if (hasBuilt(BuildingID::MAGES_GUILD_3))
  102. return 3;
  103. if (hasBuilt(BuildingID::MAGES_GUILD_2))
  104. return 2;
  105. if (hasBuilt(BuildingID::MAGES_GUILD_1))
  106. return 1;
  107. return 0;
  108. }
  109. int CGTownInstance::getHordeLevel(const int & HID) const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  110. {
  111. return town->hordeLvl.at(HID);
  112. }
  113. int CGTownInstance::creatureGrowth(const int & level) const
  114. {
  115. return getGrowthInfo(level).totalGrowth();
  116. }
  117. GrowthInfo CGTownInstance::getGrowthInfo(int level) const
  118. {
  119. GrowthInfo ret;
  120. if (level<0 || level >=GameConstants::CREATURES_PER_TOWN)
  121. return ret;
  122. if (creatures[level].second.empty())
  123. return ret; //no dwelling
  124. const Creature *creature = creatures[level].second.back().toEntity(VLC);
  125. const int base = creature->getGrowth();
  126. int castleBonus = 0;
  127. ret.entries.emplace_back(VLC->generaltexth->allTexts[590], base); // \n\nBasic growth %d"
  128. if (hasBuilt(BuildingID::CASTLE))
  129. ret.entries.emplace_back(subID, BuildingID::CASTLE, castleBonus = base);
  130. else if (hasBuilt(BuildingID::CITADEL))
  131. ret.entries.emplace_back(subID, BuildingID::CITADEL, castleBonus = base / 2);
  132. if(town->hordeLvl.at(0) == level)//horde 1
  133. if(hasBuilt(BuildingID::HORDE_1))
  134. ret.entries.emplace_back(subID, BuildingID::HORDE_1, creature->getHorde());
  135. if(town->hordeLvl.at(1) == level)//horde 2
  136. if(hasBuilt(BuildingID::HORDE_2))
  137. ret.entries.emplace_back(subID, BuildingID::HORDE_2, creature->getHorde());
  138. //statue-of-legion-like bonus: % to base+castle
  139. TConstBonusListPtr bonuses2 = getBonuses(Selector::type()(BonusType::CREATURE_GROWTH_PERCENT));
  140. for(const auto & b : *bonuses2)
  141. {
  142. const auto growth = b->val * (base + castleBonus) / 100;
  143. if (growth)
  144. {
  145. ret.entries.emplace_back(growth, b->Description(growth));
  146. }
  147. }
  148. //other *-of-legion-like bonuses (%d to growth cumulative with grail)
  149. // Note: bonus uses 1-based levels (Pikeman is level 1), town list uses 0-based (Pikeman in 0-th creatures entry)
  150. TConstBonusListPtr bonuses = getBonuses(Selector::typeSubtype(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(level+1)));
  151. for(const auto & b : *bonuses)
  152. ret.entries.emplace_back(b->val, b->Description());
  153. int dwellingBonus = 0;
  154. if(const PlayerState *p = cb->getPlayerState(tempOwner, false))
  155. {
  156. dwellingBonus = getDwellingBonus(creatures[level].second, p->dwellings);
  157. }
  158. if(dwellingBonus)
  159. ret.entries.emplace_back(VLC->generaltexth->allTexts[591], dwellingBonus); // \nExternal dwellings %+d
  160. if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth
  161. ret.entries.emplace_back(subID, BuildingID::GRAIL, ret.totalGrowth() / 2);
  162. return ret;
  163. }
  164. int CGTownInstance::getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<ConstTransitivePtr<CGDwelling> >& dwellings) const
  165. {
  166. int totalBonus = 0;
  167. for (const auto& dwelling : dwellings)
  168. {
  169. for (const auto& creature : dwelling->creatures)
  170. {
  171. totalBonus += vstd::contains(creatureIds, creature.second[0]) ? 1 : 0;
  172. }
  173. }
  174. return totalBonus;
  175. }
  176. TResources CGTownInstance::dailyIncome() const
  177. {
  178. TResources ret;
  179. for(const auto & p : town->buildings)
  180. {
  181. BuildingID buildingUpgrade;
  182. for(const auto & p2 : town->buildings)
  183. {
  184. if (p2.second->upgrade == p.first)
  185. {
  186. buildingUpgrade = p2.first;
  187. }
  188. }
  189. if (!hasBuilt(buildingUpgrade)&&(hasBuilt(p.first)))
  190. {
  191. ret += p.second->produce;
  192. }
  193. }
  194. return ret;
  195. }
  196. bool CGTownInstance::hasFort() const
  197. {
  198. return hasBuilt(BuildingID::FORT);
  199. }
  200. bool CGTownInstance::hasCapitol() const
  201. {
  202. return hasBuilt(BuildingID::CAPITOL);
  203. }
  204. CGTownInstance::CGTownInstance(IGameCallback *cb):
  205. CGDwelling(cb),
  206. town(nullptr),
  207. built(0),
  208. destroyed(0),
  209. identifier(0),
  210. alignmentToPlayer(PlayerColor::NEUTRAL)
  211. {
  212. this->setNodeType(CBonusSystemNode::TOWN);
  213. }
  214. CGTownInstance::~CGTownInstance()
  215. {
  216. for (auto & elem : bonusingBuildings)
  217. delete elem;
  218. }
  219. int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const
  220. {
  221. if(checkGuild && mageGuildLevel() < level)
  222. return 0;
  223. int ret = 6 - level; //how many spells are available at this level
  224. if (hasBuilt(BuildingSubID::LIBRARY))
  225. ret++;
  226. return ret;
  227. }
  228. bool CGTownInstance::needsLastStack() const
  229. {
  230. return garrisonHero != nullptr;
  231. }
  232. void CGTownInstance::setOwner(const PlayerColor & player) const
  233. {
  234. removeCapitols(player);
  235. cb->setOwner(this, player);
  236. }
  237. void CGTownInstance::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
  238. {
  239. for (auto building : bonusingBuildings)
  240. building->blockingDialogAnswered(hero, answer);
  241. }
  242. void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
  243. {
  244. if(cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ) == PlayerRelations::ENEMIES)
  245. {
  246. if(armedGarrison() || visitingHero)
  247. {
  248. const CGHeroInstance * defendingHero = visitingHero ? visitingHero : garrisonHero;
  249. const CArmedInstance * defendingArmy = defendingHero ? (CArmedInstance *)defendingHero : this;
  250. const bool isBattleOutside = isBattleOutsideTown(defendingHero);
  251. if(!isBattleOutside && visitingHero && defendingHero == visitingHero)
  252. {
  253. //we have two approaches to merge armies: mergeGarrisonOnSiege() and used in the CGameHandler::garrisonSwap(ObjectInstanceID tid)
  254. auto * nodeSiege = defendingHero->whereShouldBeAttachedOnSiege(isBattleOutside);
  255. if(nodeSiege == (CBonusSystemNode *)this)
  256. cb->swapGarrisonOnSiege(this->id);
  257. const_cast<CGHeroInstance *>(defendingHero)->inTownGarrison = false; //hack to return visitor from garrison after battle
  258. }
  259. cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (isBattleOutside ? nullptr : this));
  260. }
  261. else
  262. {
  263. auto heroColor = h->getOwner();
  264. onTownCaptured(heroColor);
  265. if(cb->gameState()->getPlayerStatus(heroColor) == EPlayerStatus::WINNER)
  266. {
  267. return; //we just won game, we do not need to perform any extra actions
  268. //TODO: check how does H3 behave, visiting town on victory can affect campaigns (spells learned, +1 stat building visited)
  269. }
  270. cb->heroVisitCastle(this, h);
  271. }
  272. }
  273. else if(h->visitablePos() == visitablePos())
  274. {
  275. bool commander_recover = h->commander && !h->commander->alive;
  276. if (commander_recover) // rise commander from dead
  277. {
  278. SetCommanderProperty scp;
  279. scp.heroid = h->id;
  280. scp.which = SetCommanderProperty::ALIVE;
  281. scp.amount = 1;
  282. cb->sendAndApply(&scp);
  283. }
  284. cb->heroVisitCastle(this, h);
  285. // TODO(vmarkovtsev): implement payment for rising the commander
  286. if (commander_recover) // info window about commander
  287. {
  288. InfoWindow iw;
  289. iw.player = h->tempOwner;
  290. iw.text.appendRawString(h->commander->getName());
  291. iw.components.emplace_back(ComponentType::CREATURE, h->commander->getId(), h->commander->getCount());
  292. cb->showInfoDialog(&iw);
  293. }
  294. }
  295. else
  296. {
  297. logGlobal->error("%s visits allied town of %s from different pos?", h->getNameTranslated(), getNameTranslated());
  298. }
  299. }
  300. void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const
  301. {
  302. //FIXME: find out why this issue appears on random maps
  303. if(visitingHero == h)
  304. {
  305. cb->stopHeroVisitCastle(this, h);
  306. logGlobal->trace("%s correctly left town %s", h->getNameTranslated(), getNameTranslated());
  307. }
  308. else
  309. logGlobal->warn("Warning, %s tries to leave the town %s but hero is not inside.", h->getNameTranslated(), getNameTranslated());
  310. }
  311. std::string CGTownInstance::getObjectName() const
  312. {
  313. return getNameTranslated() + ", " + town->faction->getNameTranslated();
  314. }
  315. bool CGTownInstance::townEnvisagesBuilding(BuildingSubID::EBuildingSubID subId) const
  316. {
  317. return town->getBuildingType(subId) != BuildingID::NONE;
  318. }
  319. void CGTownInstance::initOverriddenBids()
  320. {
  321. for(const auto & bid : builtBuildings)
  322. {
  323. const auto & overrideThem = town->buildings.at(bid)->overrideBids;
  324. for(const auto & overrideIt : overrideThem)
  325. overriddenBuildings.insert(overrideIt);
  326. }
  327. }
  328. bool CGTownInstance::isBonusingBuildingAdded(BuildingID bid) const
  329. {
  330. auto present = std::find_if(bonusingBuildings.begin(), bonusingBuildings.end(), [&](CGTownBuilding* building)
  331. {
  332. return building->getBuildingType() == bid;
  333. });
  334. return present != bonusingBuildings.end();
  335. }
  336. void CGTownInstance::addTownBonuses(vstd::RNG & rand)
  337. {
  338. for(const auto & kvp : town->buildings)
  339. {
  340. if(vstd::contains(overriddenBuildings, kvp.first))
  341. continue;
  342. if(kvp.second->IsVisitingBonus())
  343. bonusingBuildings.push_back(new CTownBonus(kvp.second->bid, kvp.second->subId, this));
  344. if(kvp.second->IsWeekBonus())
  345. bonusingBuildings.push_back(new COPWBonus(kvp.second->bid, kvp.second->subId, this));
  346. if(kvp.second->subId == BuildingSubID::CUSTOM_VISITING_REWARD)
  347. bonusingBuildings.push_back(new CTownRewardableBuilding(kvp.second->bid, kvp.second->subId, this, rand));
  348. }
  349. }
  350. DamageRange CGTownInstance::getTowerDamageRange() const
  351. {
  352. assert(hasBuilt(BuildingID::CASTLE));
  353. // http://heroes.thelazy.net/wiki/Arrow_tower
  354. // base damage, irregardless of town level
  355. static constexpr int baseDamage = 6;
  356. // extra damage, for each building in town
  357. static constexpr int extraDamage = 1;
  358. const int minDamage = baseDamage + extraDamage * getTownLevel();
  359. return {
  360. minDamage,
  361. minDamage * 2
  362. };
  363. }
  364. DamageRange CGTownInstance::getKeepDamageRange() const
  365. {
  366. assert(hasBuilt(BuildingID::CITADEL));
  367. // http://heroes.thelazy.net/wiki/Arrow_tower
  368. // base damage, irregardless of town level
  369. static constexpr int baseDamage = 10;
  370. // extra damage, for each building in town
  371. static constexpr int extraDamage = 2;
  372. const int minDamage = baseDamage + extraDamage * getTownLevel();
  373. return {
  374. minDamage,
  375. minDamage * 2
  376. };
  377. }
  378. void CGTownInstance::deleteTownBonus(BuildingID bid)
  379. {
  380. size_t i = 0;
  381. CGTownBuilding * freeIt = nullptr;
  382. for(i = 0; i != bonusingBuildings.size(); i++)
  383. {
  384. if(bonusingBuildings[i]->getBuildingType() == bid)
  385. {
  386. freeIt = bonusingBuildings[i];
  387. break;
  388. }
  389. }
  390. if(freeIt == nullptr)
  391. return;
  392. auto building = town->buildings.at(bid);
  393. auto isVisitingBonus = building->IsVisitingBonus();
  394. auto isWeekBonus = building->IsWeekBonus();
  395. if(!isVisitingBonus && !isWeekBonus)
  396. return;
  397. bonusingBuildings.erase(bonusingBuildings.begin() + i);
  398. delete freeIt;
  399. }
  400. FactionID CGTownInstance::randomizeFaction(vstd::RNG & rand)
  401. {
  402. if(getOwner().isValidPlayer())
  403. return cb->gameState()->scenarioOps->getIthPlayersSettings(getOwner()).castle;
  404. if(alignmentToPlayer.isValidPlayer())
  405. return cb->gameState()->scenarioOps->getIthPlayersSettings(alignmentToPlayer).castle;
  406. std::vector<FactionID> potentialPicks;
  407. for (FactionID faction(0); faction < FactionID(VLC->townh->size()); ++faction)
  408. if (VLC->factions()->getById(faction)->hasTown())
  409. potentialPicks.push_back(faction);
  410. assert(!potentialPicks.empty());
  411. return *RandomGeneratorUtil::nextItem(potentialPicks, rand);
  412. }
  413. void CGTownInstance::pickRandomObject(vstd::RNG & rand)
  414. {
  415. assert(ID == MapObjectID::TOWN || ID == MapObjectID::RANDOM_TOWN);
  416. if (ID == MapObjectID::RANDOM_TOWN)
  417. {
  418. ID = MapObjectID::TOWN;
  419. subID = randomizeFaction(rand);
  420. }
  421. assert(ID == Obj::TOWN); // just in case
  422. setType(ID, subID);
  423. town = (*VLC->townh)[getFaction()]->town;
  424. randomizeArmy(getFaction());
  425. updateAppearance();
  426. }
  427. void CGTownInstance::initObj(vstd::RNG & rand) ///initialize town structures
  428. {
  429. blockVisit = true;
  430. if(townEnvisagesBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example
  431. creatures.resize(GameConstants::CREATURES_PER_TOWN + 1);
  432. else
  433. creatures.resize(GameConstants::CREATURES_PER_TOWN);
  434. for (int level = 0; level < GameConstants::CREATURES_PER_TOWN; level++)
  435. {
  436. BuildingID buildID = BuildingID(BuildingID::DWELL_FIRST + level);
  437. int upgradeNum = 0;
  438. for (; town->buildings.count(buildID); upgradeNum++, buildID.advance(GameConstants::CREATURES_PER_TOWN))
  439. {
  440. if (hasBuilt(buildID) && town->creatures.at(level).size() > upgradeNum)
  441. creatures[level].second.push_back(town->creatures[level][upgradeNum]);
  442. }
  443. }
  444. initOverriddenBids();
  445. addTownBonuses(rand); //add special bonuses from buildings to the bonusingBuildings vector.
  446. recreateBuildingsBonuses();
  447. updateAppearance();
  448. }
  449. void CGTownInstance::newTurn(vstd::RNG & rand) const
  450. {
  451. if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week
  452. {
  453. //give resources if there's a Mystic Pond
  454. if (hasBuilt(BuildingSubID::MYSTIC_POND)
  455. && cb->getDate(Date::DAY) != 1
  456. && (tempOwner.isValidPlayer())
  457. )
  458. {
  459. int resID = rand.nextInt(2, 5); //bonus to random rare resource
  460. resID = (resID==2)?1:resID;
  461. int resVal = rand.nextInt(1, 4);//with size 1..4
  462. cb->giveResource(tempOwner, static_cast<EGameResID>(resID), resVal);
  463. cb->setObjPropertyValue(id, ObjProperty::BONUS_VALUE_FIRST, resID);
  464. cb->setObjPropertyValue(id, ObjProperty::BONUS_VALUE_SECOND, resVal);
  465. }
  466. for(const auto * manaVortex : getBonusingBuildings(BuildingSubID::MANA_VORTEX))
  467. cb->setObjPropertyValue(id, ObjProperty::STRUCTURE_CLEAR_VISITORS, manaVortex->indexOnTV); //reset visitors for Mana Vortex
  468. //get Mana Vortex or Stables bonuses
  469. //same code is in the CGameHandler::buildStructure method
  470. if (garrisonHero != nullptr) //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  471. cb->visitCastleObjects(this, garrisonHero);
  472. if (visitingHero != nullptr)
  473. cb->visitCastleObjects(this, visitingHero);
  474. if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
  475. {
  476. std::vector<SlotID> nativeCrits; //slots
  477. for(const auto & elem : Slots())
  478. {
  479. if (elem.second->type->getFaction() == getFaction()) //native
  480. {
  481. nativeCrits.push_back(elem.first); //collect matching slots
  482. }
  483. }
  484. if(!nativeCrits.empty())
  485. {
  486. SlotID pos = *RandomGeneratorUtil::nextItem(nativeCrits, rand);
  487. StackLocation sl(this, pos);
  488. const CCreature *c = getCreature(pos);
  489. if (rand.nextInt(99) < 90 || c->upgrades.empty()) //increase number if no upgrade available
  490. {
  491. cb->changeStackCount(sl, c->getGrowth());
  492. }
  493. else //upgrade
  494. {
  495. cb->changeStackType(sl, c->upgrades.begin()->toCreature());
  496. }
  497. }
  498. if ((stacksCount() < GameConstants::ARMY_SIZE && rand.nextInt(99) < 25) || Slots().empty()) //add new stack
  499. {
  500. int i = rand.nextInt(std::min(GameConstants::CREATURES_PER_TOWN, cb->getDate(Date::MONTH) << 1) - 1);
  501. if (!town->creatures[i].empty())
  502. {
  503. CreatureID c = town->creatures[i][0];
  504. SlotID n;
  505. TQuantity count = creatureGrowth(i);
  506. if (!count) // no dwelling
  507. count = VLC->creatures()->getById(c)->getGrowth();
  508. {//no lower tiers or above current month
  509. if ((n = getSlotFor(c)).validSlot())
  510. {
  511. StackLocation sl(this, n);
  512. if (slotEmpty(n))
  513. cb->insertNewStack(sl, c.toCreature(), count);
  514. else //add to existing
  515. cb->changeStackCount(sl, count);
  516. }
  517. }
  518. }
  519. }
  520. }
  521. }
  522. for(const auto * rewardableBuilding : getBonusingBuildings(BuildingSubID::CUSTOM_VISITING_REWARD))
  523. rewardableBuilding->newTurn(rand);
  524. }
  525. /*
  526. int3 CGTownInstance::getSightCenter() const
  527. {
  528. return pos - int3(2,0,0);
  529. }
  530. */
  531. bool CGTownInstance::passableFor(PlayerColor color) const
  532. {
  533. if (!armedGarrison())//empty castle - anyone can visit
  534. return true;
  535. if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit
  536. return false;
  537. return cb->getPlayerRelations(tempOwner, color) != PlayerRelations::ENEMIES;
  538. }
  539. void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const
  540. {
  541. offsets = {int3(-1,2,0), int3(+1,2,0)};
  542. }
  543. CGTownInstance::EGeneratorState CGTownInstance::shipyardStatus() const
  544. {
  545. if (!hasBuilt(BuildingID::SHIPYARD))
  546. return EGeneratorState::UNKNOWN;
  547. return IShipyard::shipyardStatus();
  548. }
  549. const IObjectInterface * CGTownInstance::getObject() const
  550. {
  551. return this;
  552. }
  553. void CGTownInstance::mergeGarrisonOnSiege() const
  554. {
  555. auto getWeakestStackSlot = [&](ui64 powerLimit)
  556. {
  557. std::vector<SlotID> weakSlots;
  558. auto stacksList = visitingHero->stacks;
  559. std::pair<SlotID, CStackInstance *> pair;
  560. while(!stacksList.empty())
  561. {
  562. pair = *vstd::minElementByFun(stacksList, [&](const std::pair<SlotID, CStackInstance *> & elem) { return elem.second->getPower(); });
  563. if(powerLimit > pair.second->getPower() &&
  564. (weakSlots.empty() || pair.second->getPower() == visitingHero->getStack(weakSlots.front()).getPower()))
  565. {
  566. weakSlots.push_back(pair.first);
  567. stacksList.erase(pair.first);
  568. }
  569. else
  570. break;
  571. }
  572. if(!weakSlots.empty())
  573. return *std::max_element(weakSlots.begin(), weakSlots.end());
  574. return SlotID();
  575. };
  576. auto count = static_cast<int>(stacks.size());
  577. for(int i = 0; i < count; i++)
  578. {
  579. auto pair = *vstd::maxElementByFun(stacks, [&](const std::pair<SlotID, CStackInstance *> & elem)
  580. {
  581. ui64 power = elem.second->getPower();
  582. auto dst = visitingHero->getSlotFor(elem.second->getCreatureID());
  583. if(dst.validSlot() && visitingHero->hasStackAtSlot(dst))
  584. power += visitingHero->getStack(dst).getPower();
  585. return power;
  586. });
  587. auto dst = visitingHero->getSlotFor(pair.second->getCreatureID());
  588. if(dst.validSlot())
  589. cb->moveStack(StackLocation(this, pair.first), StackLocation(visitingHero, dst), -1);
  590. else
  591. {
  592. dst = getWeakestStackSlot(static_cast<int>(pair.second->getPower()));
  593. if(dst.validSlot())
  594. cb->swapStacks(StackLocation(this, pair.first), StackLocation(visitingHero, dst));
  595. }
  596. }
  597. }
  598. void CGTownInstance::removeCapitols(const PlayerColor & owner) const
  599. {
  600. if (hasCapitol()) // search if there's an older capitol
  601. {
  602. PlayerState* state = cb->gameState()->getPlayerState(owner); //get all towns owned by player
  603. for (auto i = state->towns.cbegin(); i < state->towns.cend(); ++i)
  604. {
  605. if (*i != this && (*i)->hasCapitol())
  606. {
  607. RazeStructures rs;
  608. rs.tid = id;
  609. rs.bid.insert(BuildingID::CAPITOL);
  610. rs.destroyed = destroyed;
  611. cb->sendAndApply(&rs);
  612. return;
  613. }
  614. }
  615. }
  616. }
  617. void CGTownInstance::clearArmy() const
  618. {
  619. while(!stacks.empty())
  620. {
  621. cb->eraseStack(StackLocation(this, stacks.begin()->first));
  622. }
  623. }
  624. BoatId CGTownInstance::getBoatType() const
  625. {
  626. return town->faction->boatType;
  627. }
  628. int CGTownInstance::getMarketEfficiency() const
  629. {
  630. if(!hasBuiltSomeTradeBuilding())
  631. return 0;
  632. const PlayerState *p = cb->getPlayerState(tempOwner);
  633. assert(p);
  634. int marketCount = 0;
  635. for(const CGTownInstance *t : p->towns)
  636. if(t->hasBuiltSomeTradeBuilding())
  637. marketCount++;
  638. return marketCount;
  639. }
  640. bool CGTownInstance::allowsTrade(EMarketMode mode) const
  641. {
  642. switch(mode)
  643. {
  644. case EMarketMode::RESOURCE_RESOURCE:
  645. case EMarketMode::RESOURCE_PLAYER:
  646. return hasBuilt(BuildingID::MARKETPLACE);
  647. case EMarketMode::ARTIFACT_RESOURCE:
  648. case EMarketMode::RESOURCE_ARTIFACT:
  649. return hasBuilt(BuildingSubID::ARTIFACT_MERCHANT);
  650. case EMarketMode::CREATURE_RESOURCE:
  651. return hasBuilt(BuildingSubID::FREELANCERS_GUILD);
  652. case EMarketMode::CREATURE_UNDEAD:
  653. return hasBuilt(BuildingSubID::CREATURE_TRANSFORMER);
  654. case EMarketMode::RESOURCE_SKILL:
  655. return hasBuilt(BuildingSubID::MAGIC_UNIVERSITY);
  656. case EMarketMode::CREATURE_EXP:
  657. case EMarketMode::ARTIFACT_EXP:
  658. return false;
  659. default:
  660. assert(0);
  661. return false;
  662. }
  663. }
  664. std::vector<TradeItemBuy> CGTownInstance::availableItemsIds(EMarketMode mode) const
  665. {
  666. if(mode == EMarketMode::RESOURCE_ARTIFACT)
  667. {
  668. std::vector<TradeItemBuy> ret;
  669. for(const CArtifact *a : cb->gameState()->map->townMerchantArtifacts)
  670. if(a)
  671. ret.push_back(a->getId());
  672. else
  673. ret.push_back(ArtifactID{});
  674. return ret;
  675. }
  676. else if ( mode == EMarketMode::RESOURCE_SKILL )
  677. {
  678. return cb->gameState()->map->townUniversitySkills;
  679. }
  680. else
  681. return IMarket::availableItemsIds(mode);
  682. }
  683. void CGTownInstance::updateAppearance()
  684. {
  685. auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
  686. //FIXME: not the best way to do this
  687. auto app = getObjectHandler()->getOverride(terrain, this);
  688. if (app)
  689. appearance = app;
  690. }
  691. std::string CGTownInstance::nodeName() const
  692. {
  693. return "Town (" + (town ? town->faction->getNameTranslated() : "unknown") + ") of " + getNameTranslated();
  694. }
  695. void CGTownInstance::deserializationFix()
  696. {
  697. attachTo(townAndVis);
  698. //Hero is already handled by CGameState::attachArmedObjects
  699. // if(visitingHero)
  700. // visitingHero->attachTo(&townAndVis);
  701. // if(garrisonHero)
  702. // garrisonHero->attachTo(this);
  703. }
  704. void CGTownInstance::updateMoraleBonusFromArmy()
  705. {
  706. auto b = getExportedBonusList().getFirst(Selector::sourceType()(BonusSource::ARMY).And(Selector::type()(BonusType::MORALE)));
  707. if(!b)
  708. {
  709. b = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, 0, BonusSourceID());
  710. addNewBonus(b);
  711. }
  712. if (garrisonHero)
  713. {
  714. b->val = 0;
  715. CBonusSystemNode::treeHasChanged();
  716. }
  717. else
  718. CArmedInstance::updateMoraleBonusFromArmy();
  719. }
  720. void CGTownInstance::recreateBuildingsBonuses()
  721. {
  722. BonusList bl;
  723. getExportedBonusList().getBonuses(bl, Selector::sourceType()(BonusSource::TOWN_STRUCTURE));
  724. for(const auto & b : bl)
  725. removeBonus(b);
  726. for(const auto & bid : builtBuildings)
  727. {
  728. if(vstd::contains(overriddenBuildings, bid)) //tricky! -> checks tavern only if no bratherhood of sword
  729. continue;
  730. auto building = town->buildings.at(bid);
  731. if(building->buildingBonuses.empty())
  732. continue;
  733. for(auto & bonus : building->buildingBonuses)
  734. addNewBonus(bonus);
  735. }
  736. }
  737. void CGTownInstance::setVisitingHero(CGHeroInstance *h)
  738. {
  739. if(visitingHero.get() == h)
  740. return;
  741. if(h)
  742. {
  743. PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
  744. assert(p);
  745. h->detachFrom(*p);
  746. h->attachTo(townAndVis);
  747. visitingHero = h;
  748. h->visitedTown = this;
  749. h->inTownGarrison = false;
  750. }
  751. else
  752. {
  753. PlayerState *p = cb->gameState()->getPlayerState(visitingHero->tempOwner);
  754. visitingHero->visitedTown = nullptr;
  755. visitingHero->detachFrom(townAndVis);
  756. visitingHero->attachTo(*p);
  757. visitingHero = nullptr;
  758. }
  759. }
  760. void CGTownInstance::setGarrisonedHero(CGHeroInstance *h)
  761. {
  762. if(garrisonHero.get() == h)
  763. return;
  764. if(h)
  765. {
  766. PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
  767. assert(p);
  768. h->detachFrom(*p);
  769. h->attachTo(*this);
  770. garrisonHero = h;
  771. h->visitedTown = this;
  772. h->inTownGarrison = true;
  773. }
  774. else
  775. {
  776. PlayerState *p = cb->gameState()->getPlayerState(garrisonHero->tempOwner);
  777. garrisonHero->visitedTown = nullptr;
  778. garrisonHero->inTownGarrison = false;
  779. garrisonHero->detachFrom(*this);
  780. garrisonHero->attachTo(*p);
  781. garrisonHero = nullptr;
  782. }
  783. updateMoraleBonusFromArmy(); //avoid giving morale bonus for same army twice
  784. }
  785. bool CGTownInstance::armedGarrison() const
  786. {
  787. return !stacks.empty() || garrisonHero;
  788. }
  789. const CTown * CGTownInstance::getTown() const
  790. {
  791. if(ID == Obj::RANDOM_TOWN)
  792. return VLC->townh->randomTown;
  793. else
  794. {
  795. if(nullptr == town)
  796. {
  797. return (*VLC->townh)[getFaction()]->town;
  798. }
  799. else
  800. return town;
  801. }
  802. }
  803. int CGTownInstance::getTownLevel() const
  804. {
  805. // count all buildings that are not upgrades
  806. int level = 0;
  807. for(const auto & bid : builtBuildings)
  808. {
  809. if(town->buildings.at(bid)->upgrade == BuildingID::NONE)
  810. level++;
  811. }
  812. return level;
  813. }
  814. CBonusSystemNode & CGTownInstance::whatShouldBeAttached()
  815. {
  816. return townAndVis;
  817. }
  818. std::string CGTownInstance::getNameTranslated() const
  819. {
  820. return VLC->generaltexth->translate(nameTextId);
  821. }
  822. std::string CGTownInstance::getNameTextID() const
  823. {
  824. return nameTextId;
  825. }
  826. void CGTownInstance::setNameTextId( const std::string & newName )
  827. {
  828. nameTextId = newName;
  829. }
  830. const CArmedInstance * CGTownInstance::getUpperArmy() const
  831. {
  832. if(garrisonHero)
  833. return garrisonHero;
  834. return this;
  835. }
  836. std::vector<const CGTownBuilding *> CGTownInstance::getBonusingBuildings(BuildingSubID::EBuildingSubID subId) const
  837. {
  838. std::vector<const CGTownBuilding *> ret;
  839. for(auto * const building : bonusingBuildings)
  840. {
  841. if(building->getBuildingSubtype() == subId)
  842. ret.push_back(building);
  843. }
  844. return ret;
  845. }
  846. bool CGTownInstance::hasBuiltSomeTradeBuilding() const
  847. {
  848. for(const auto & bid : builtBuildings)
  849. {
  850. if(town->buildings.at(bid)->IsTradeBuilding())
  851. return true;
  852. }
  853. return false;
  854. }
  855. bool CGTownInstance::hasBuilt(BuildingSubID::EBuildingSubID buildingID) const
  856. {
  857. for(const auto & bid : builtBuildings)
  858. {
  859. if(town->buildings.at(bid)->subId == buildingID)
  860. return true;
  861. }
  862. return false;
  863. }
  864. bool CGTownInstance::hasBuilt(const BuildingID & buildingID) const
  865. {
  866. return vstd::contains(builtBuildings, buildingID);
  867. }
  868. bool CGTownInstance::hasBuilt(const BuildingID & buildingID, FactionID townID) const
  869. {
  870. if (townID == town->faction->getId() || townID == FactionID::ANY)
  871. return hasBuilt(buildingID);
  872. return false;
  873. }
  874. TResources CGTownInstance::getBuildingCost(const BuildingID & buildingID) const
  875. {
  876. if (vstd::contains(town->buildings, buildingID))
  877. return town->buildings.at(buildingID)->resources;
  878. else
  879. {
  880. logGlobal->error("Town %s at %s has no possible building %d!", getNameTranslated(), pos.toString(), buildingID.toEnum());
  881. return TResources();
  882. }
  883. }
  884. CBuilding::TRequired CGTownInstance::genBuildingRequirements(const BuildingID & buildID, bool deep) const
  885. {
  886. const CBuilding * building = town->buildings.at(buildID);
  887. //TODO: find better solution to prevent infinite loops
  888. std::set<BuildingID> processed;
  889. std::function<CBuilding::TRequired::Variant(const BuildingID &)> dependTest =
  890. [&](const BuildingID & id) -> CBuilding::TRequired::Variant
  891. {
  892. if (town->buildings.count(id) == 0)
  893. {
  894. logMod->error("Invalid building ID %d in building dependencies!", id.getNum());
  895. return CBuilding::TRequired::OperatorAll();
  896. }
  897. const CBuilding * build = town->buildings.at(id);
  898. CBuilding::TRequired::OperatorAll requirements;
  899. if (!hasBuilt(id))
  900. {
  901. if (deep)
  902. requirements.expressions.emplace_back(id);
  903. else
  904. return id;
  905. }
  906. if(!vstd::contains(processed, id))
  907. {
  908. processed.insert(id);
  909. if (build->upgrade != BuildingID::NONE)
  910. requirements.expressions.push_back(dependTest(build->upgrade));
  911. requirements.expressions.push_back(build->requirements.morph(dependTest));
  912. }
  913. return requirements;
  914. };
  915. CBuilding::TRequired::OperatorAll requirements;
  916. if (building->upgrade != BuildingID::NONE)
  917. {
  918. const CBuilding * upgr = town->buildings.at(building->upgrade);
  919. requirements.expressions.push_back(dependTest(upgr->bid));
  920. processed.clear();
  921. }
  922. requirements.expressions.push_back(building->requirements.morph(dependTest));
  923. CBuilding::TRequired::Variant variant(requirements);
  924. CBuilding::TRequired ret(variant);
  925. ret.minimize();
  926. return ret;
  927. }
  928. void CGTownInstance::addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID ) const
  929. {
  930. if(visitingHero == h)
  931. cb->setObjPropertyValue(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors
  932. else if(garrisonHero == h)
  933. cb->setObjPropertyValue(id, ObjProperty::STRUCTURE_ADD_GARRISONED_HERO, structureInstanceID); //then it must be garrisoned hero
  934. else
  935. {
  936. //should never ever happen
  937. logGlobal->error("Cannot add hero %s to visitors of structure # %d", h->getNameTranslated(), structureInstanceID);
  938. throw std::runtime_error("unexpected hero in CGTownInstance::addHeroToStructureVisitors");
  939. }
  940. }
  941. void CGTownInstance::battleFinished(const CGHeroInstance * hero, const BattleResult & result) const
  942. {
  943. if(result.winner == BattleSide::ATTACKER)
  944. {
  945. clearArmy();
  946. onTownCaptured(hero->getOwner());
  947. }
  948. }
  949. void CGTownInstance::onTownCaptured(const PlayerColor & winner) const
  950. {
  951. setOwner(winner);
  952. cb->changeFogOfWar(getSightCenter(), getSightRadius(), winner, ETileVisibility::REVEALED);
  953. }
  954. void CGTownInstance::afterAddToMap(CMap * map)
  955. {
  956. map->towns.emplace_back(this);
  957. }
  958. void CGTownInstance::afterRemoveFromMap(CMap * map)
  959. {
  960. vstd::erase_if_present(map->towns, this);
  961. }
  962. void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  963. {
  964. CGObjectInstance::serializeJsonOwner(handler);
  965. if(!handler.saving)
  966. handler.serializeEnum("tightFormation", formation, NArmyFormation::names); //for old format
  967. CArmedInstance::serializeJsonOptions(handler);
  968. handler.serializeString("name", nameTextId);
  969. {
  970. auto decodeBuilding = [this](const std::string & identifier) -> si32
  971. {
  972. auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), getTown()->getBuildingScope(), identifier);
  973. if(rawId)
  974. return rawId.value();
  975. else
  976. return -1;
  977. };
  978. auto encodeBuilding = [this](si32 index) -> std::string
  979. {
  980. return getTown()->buildings.at(BuildingID(index))->getJsonKey();
  981. };
  982. const std::set<si32> standard = getTown()->getAllBuildings();//by default all buildings are allowed
  983. JsonSerializeFormat::LICSet buildingsLIC(standard, decodeBuilding, encodeBuilding);
  984. if(handler.saving)
  985. {
  986. bool customBuildings = false;
  987. boost::logic::tribool hasFort(false);
  988. for(const BuildingID & id : forbiddenBuildings)
  989. {
  990. buildingsLIC.none.insert(id.getNum());
  991. customBuildings = true;
  992. }
  993. for(const BuildingID & id : builtBuildings)
  994. {
  995. if(id == BuildingID::DEFAULT)
  996. continue;
  997. const CBuilding * building = getTown()->buildings.at(id);
  998. if(building->mode == CBuilding::BUILD_AUTO)
  999. continue;
  1000. if(id == BuildingID::FORT)
  1001. hasFort = true;
  1002. buildingsLIC.all.insert(id.getNum());
  1003. customBuildings = true;
  1004. }
  1005. if(customBuildings)
  1006. handler.serializeLIC("buildings", buildingsLIC);
  1007. else
  1008. handler.serializeBool("hasFort",hasFort);
  1009. }
  1010. else
  1011. {
  1012. handler.serializeLIC("buildings", buildingsLIC);
  1013. builtBuildings.insert(BuildingID::VILLAGE_HALL);
  1014. if(buildingsLIC.none.empty() && buildingsLIC.all.empty())
  1015. {
  1016. builtBuildings.insert(BuildingID::DEFAULT);
  1017. bool hasFort = false;
  1018. handler.serializeBool("hasFort",hasFort);
  1019. if(hasFort)
  1020. builtBuildings.insert(BuildingID::FORT);
  1021. }
  1022. else
  1023. {
  1024. for(const si32 item : buildingsLIC.none)
  1025. forbiddenBuildings.insert(BuildingID(item));
  1026. for(const si32 item : buildingsLIC.all)
  1027. builtBuildings.insert(BuildingID(item));
  1028. }
  1029. }
  1030. }
  1031. {
  1032. handler.serializeIdArray( "possibleSpells", possibleSpells);
  1033. handler.serializeIdArray( "obligatorySpells", obligatorySpells);
  1034. }
  1035. }
  1036. FactionID CGTownInstance::getFaction() const
  1037. {
  1038. return FactionID(subID.getNum());
  1039. }
  1040. TerrainId CGTownInstance::getNativeTerrain() const
  1041. {
  1042. return town->faction->getNativeTerrain();
  1043. }
  1044. GrowthInfo::Entry::Entry(const std::string &format, int _count)
  1045. : count(_count)
  1046. {
  1047. MetaString formatter;
  1048. formatter.appendRawString(format);
  1049. formatter.replacePositiveNumber(count);
  1050. description = formatter.toString();
  1051. }
  1052. GrowthInfo::Entry::Entry(int subID, const BuildingID & building, int _count): count(_count)
  1053. {
  1054. MetaString formatter;
  1055. formatter.appendRawString("%s %+d");
  1056. formatter.replaceRawString((*VLC->townh)[subID]->town->buildings.at(building)->getNameTranslated());
  1057. formatter.replacePositiveNumber(count);
  1058. description = formatter.toString();
  1059. }
  1060. GrowthInfo::Entry::Entry(int _count, std::string fullDescription):
  1061. count(_count),
  1062. description(std::move(fullDescription))
  1063. {
  1064. }
  1065. CTownAndVisitingHero::CTownAndVisitingHero()
  1066. {
  1067. setNodeType(TOWN_AND_VISITOR);
  1068. }
  1069. int GrowthInfo::totalGrowth() const
  1070. {
  1071. int ret = 0;
  1072. for(const Entry &entry : entries)
  1073. ret += entry.count;
  1074. return ret;
  1075. }
  1076. void CGTownInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
  1077. {
  1078. for(const CGTownInstance::TCreaturesSet::value_type & dwelling : creatures)
  1079. {
  1080. if (vstd::contains(dwelling.second, stack.type->getId())) //Dwelling with our creature
  1081. {
  1082. for(const auto & upgrID : dwelling.second)
  1083. {
  1084. if(vstd::contains(stack.type->upgrades, upgrID)) //possible upgrade
  1085. {
  1086. info.newID.push_back(upgrID);
  1087. info.cost.push_back(upgrID.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost());
  1088. }
  1089. }
  1090. }
  1091. }
  1092. }
  1093. VCMI_LIB_NAMESPACE_END