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 "../texts/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 "../entities/building/CBuilding.h"
  25. #include "../entities/faction/CTownHandler.h"
  26. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  27. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  28. #include "../mapObjects/CGHeroInstance.h"
  29. #include "../modding/ModScope.h"
  30. #include "../networkPacks/StackLocation.h"
  31. #include "../networkPacks/PacksForClient.h"
  32. #include "../networkPacks/PacksForClientBattle.h"
  33. #include "../serializer/JsonSerializeFormat.h"
  34. #include <vstd/RNG.h>
  35. VCMI_LIB_NAMESPACE_BEGIN
  36. int CGTownInstance::getSightRadius() const //returns sight distance
  37. {
  38. auto ret = CBuilding::HEIGHT_NO_TOWER;
  39. for(const auto & bid : builtBuildings)
  40. {
  41. if(bid.IsSpecialOrGrail())
  42. {
  43. auto height = town->buildings.at(bid)->height;
  44. if(ret < height)
  45. ret = height;
  46. }
  47. }
  48. return ret;
  49. }
  50. void CGTownInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
  51. {
  52. ///this is freakin' overcomplicated solution
  53. switch (what)
  54. {
  55. case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
  56. bonusingBuildings[identifier.getNum()]->setProperty(ObjProperty::VISITORS, visitingHero->id);
  57. break;
  58. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  59. bonusingBuildings[identifier.getNum()]->setProperty(ObjProperty::STRUCTURE_CLEAR_VISITORS, NumericID(0));
  60. break;
  61. case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
  62. bonusingBuildings[identifier.getNum()]->setProperty(ObjProperty::VISITORS, garrisonHero->id);
  63. break;
  64. case ObjProperty::BONUS_VALUE_FIRST:
  65. bonusValue.first = identifier.getNum();
  66. break;
  67. case ObjProperty::BONUS_VALUE_SECOND:
  68. bonusValue.second = identifier.getNum();
  69. break;
  70. }
  71. }
  72. CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
  73. {
  74. if (hasBuilt(BuildingID::CASTLE))
  75. return CASTLE;
  76. if (hasBuilt(BuildingID::CITADEL))
  77. return CITADEL;
  78. if (hasBuilt(BuildingID::FORT))
  79. return FORT;
  80. return NONE;
  81. }
  82. int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  83. {
  84. if (hasBuilt(BuildingID::CAPITOL))
  85. return 3;
  86. if (hasBuilt(BuildingID::CITY_HALL))
  87. return 2;
  88. if (hasBuilt(BuildingID::TOWN_HALL))
  89. return 1;
  90. if (hasBuilt(BuildingID::VILLAGE_HALL))
  91. return 0;
  92. return -1;
  93. }
  94. int CGTownInstance::mageGuildLevel() const
  95. {
  96. if (hasBuilt(BuildingID::MAGES_GUILD_5))
  97. return 5;
  98. if (hasBuilt(BuildingID::MAGES_GUILD_4))
  99. return 4;
  100. if (hasBuilt(BuildingID::MAGES_GUILD_3))
  101. return 3;
  102. if (hasBuilt(BuildingID::MAGES_GUILD_2))
  103. return 2;
  104. if (hasBuilt(BuildingID::MAGES_GUILD_1))
  105. return 1;
  106. return 0;
  107. }
  108. int CGTownInstance::getHordeLevel(const int & HID) const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  109. {
  110. return town->hordeLvl.at(HID);
  111. }
  112. int CGTownInstance::creatureGrowth(const int & level) const
  113. {
  114. return getGrowthInfo(level).totalGrowth();
  115. }
  116. GrowthInfo CGTownInstance::getGrowthInfo(int level) const
  117. {
  118. GrowthInfo ret;
  119. if (level<0 || level >=town->creatures.size())
  120. return ret;
  121. if (creatures[level].second.empty())
  122. return ret; //no dwelling
  123. const Creature *creature = creatures[level].second.back().toEntity(VLC);
  124. const int base = creature->getGrowth();
  125. int castleBonus = 0;
  126. if(tempOwner.isValidPlayer())
  127. {
  128. auto * playerSettings = cb->getPlayerSettings(tempOwner);
  129. ret.handicapPercentage = playerSettings->handicap.percentGrowth;
  130. }
  131. else
  132. ret.handicapPercentage = 100;
  133. ret.entries.emplace_back(VLC->generaltexth->allTexts[590], base); // \n\nBasic growth %d"
  134. if (hasBuilt(BuildingID::CASTLE))
  135. ret.entries.emplace_back(subID, BuildingID::CASTLE, castleBonus = base);
  136. else if (hasBuilt(BuildingID::CITADEL))
  137. ret.entries.emplace_back(subID, BuildingID::CITADEL, castleBonus = base / 2);
  138. if(town->hordeLvl.at(0) == level)//horde 1
  139. if(hasBuilt(BuildingID::HORDE_1))
  140. ret.entries.emplace_back(subID, BuildingID::HORDE_1, creature->getHorde());
  141. if(town->hordeLvl.at(1) == level)//horde 2
  142. if(hasBuilt(BuildingID::HORDE_2))
  143. ret.entries.emplace_back(subID, BuildingID::HORDE_2, creature->getHorde());
  144. //statue-of-legion-like bonus: % to base+castle
  145. TConstBonusListPtr bonuses2 = getBonuses(Selector::type()(BonusType::CREATURE_GROWTH_PERCENT));
  146. for(const auto & b : *bonuses2)
  147. {
  148. const auto growth = b->val * (base + castleBonus) / 100;
  149. if (growth)
  150. {
  151. ret.entries.emplace_back(growth, b->Description(growth));
  152. }
  153. }
  154. //other *-of-legion-like bonuses (%d to growth cumulative with grail)
  155. // Note: bonus uses 1-based levels (Pikeman is level 1), town list uses 0-based (Pikeman in 0-th creatures entry)
  156. TConstBonusListPtr bonuses = getBonuses(Selector::typeSubtype(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(level+1)));
  157. for(const auto & b : *bonuses)
  158. ret.entries.emplace_back(b->val, b->Description());
  159. int dwellingBonus = 0;
  160. if(const PlayerState *p = cb->getPlayerState(tempOwner, false))
  161. {
  162. dwellingBonus = getDwellingBonus(creatures[level].second, p->dwellings);
  163. }
  164. if(dwellingBonus)
  165. ret.entries.emplace_back(VLC->generaltexth->allTexts[591], dwellingBonus); // \nExternal dwellings %+d
  166. if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth
  167. ret.entries.emplace_back(subID, BuildingID::GRAIL, ret.totalGrowth() / 2);
  168. return ret;
  169. }
  170. int CGTownInstance::getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<ConstTransitivePtr<CGDwelling> >& dwellings) const
  171. {
  172. int totalBonus = 0;
  173. for (const auto& dwelling : dwellings)
  174. {
  175. for (const auto& creature : dwelling->creatures)
  176. {
  177. totalBonus += vstd::contains(creatureIds, creature.second[0]) ? 1 : 0;
  178. }
  179. }
  180. return totalBonus;
  181. }
  182. TResources CGTownInstance::dailyIncome() const
  183. {
  184. TResources ret;
  185. for(const auto & p : town->buildings)
  186. {
  187. BuildingID buildingUpgrade;
  188. for(const auto & p2 : town->buildings)
  189. {
  190. if (p2.second->upgrade == p.first)
  191. {
  192. buildingUpgrade = p2.first;
  193. }
  194. }
  195. if (!hasBuilt(buildingUpgrade)&&(hasBuilt(p.first)))
  196. {
  197. ret += p.second->produce;
  198. }
  199. }
  200. auto playerSettings = cb->gameState()->scenarioOps->getIthPlayersSettings(getOwner());
  201. for(TResources::nziterator it(ret); it.valid(); it++)
  202. // always round up income - we don't want to always produce zero if handicap in use
  203. ret[it->resType] = vstd::divideAndCeil(ret[it->resType] * playerSettings.handicap.percentIncome, 100);
  204. return ret;
  205. }
  206. bool CGTownInstance::hasFort() const
  207. {
  208. return hasBuilt(BuildingID::FORT);
  209. }
  210. bool CGTownInstance::hasCapitol() const
  211. {
  212. return hasBuilt(BuildingID::CAPITOL);
  213. }
  214. CGTownInstance::CGTownInstance(IGameCallback *cb):
  215. CGDwelling(cb),
  216. town(nullptr),
  217. built(0),
  218. destroyed(0),
  219. identifier(0),
  220. alignmentToPlayer(PlayerColor::NEUTRAL)
  221. {
  222. this->setNodeType(CBonusSystemNode::TOWN);
  223. }
  224. CGTownInstance::~CGTownInstance()
  225. {
  226. for (auto & elem : bonusingBuildings)
  227. delete elem;
  228. }
  229. int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const
  230. {
  231. if(checkGuild && mageGuildLevel() < level)
  232. return 0;
  233. int ret = 6 - level; //how many spells are available at this level
  234. if (hasBuilt(BuildingSubID::LIBRARY))
  235. ret++;
  236. return ret;
  237. }
  238. bool CGTownInstance::needsLastStack() const
  239. {
  240. return garrisonHero != nullptr;
  241. }
  242. void CGTownInstance::setOwner(const PlayerColor & player) const
  243. {
  244. removeCapitols(player);
  245. cb->setOwner(this, player);
  246. }
  247. void CGTownInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
  248. {
  249. for (auto building : bonusingBuildings)
  250. building->blockingDialogAnswered(hero, answer);
  251. }
  252. void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
  253. {
  254. if(cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ) == PlayerRelations::ENEMIES)
  255. {
  256. if(armedGarrison() || visitingHero)
  257. {
  258. const CGHeroInstance * defendingHero = visitingHero ? visitingHero : garrisonHero;
  259. const CArmedInstance * defendingArmy = defendingHero ? (CArmedInstance *)defendingHero : this;
  260. const bool isBattleOutside = isBattleOutsideTown(defendingHero);
  261. if(!isBattleOutside && visitingHero && defendingHero == visitingHero)
  262. {
  263. //we have two approaches to merge armies: mergeGarrisonOnSiege() and used in the CGameHandler::garrisonSwap(ObjectInstanceID tid)
  264. auto * nodeSiege = defendingHero->whereShouldBeAttachedOnSiege(isBattleOutside);
  265. if(nodeSiege == (CBonusSystemNode *)this)
  266. cb->swapGarrisonOnSiege(this->id);
  267. const_cast<CGHeroInstance *>(defendingHero)->inTownGarrison = false; //hack to return visitor from garrison after battle
  268. }
  269. cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (isBattleOutside ? nullptr : this));
  270. }
  271. else
  272. {
  273. auto heroColor = h->getOwner();
  274. onTownCaptured(heroColor);
  275. if(cb->gameState()->getPlayerStatus(heroColor) == EPlayerStatus::WINNER)
  276. {
  277. return; //we just won game, we do not need to perform any extra actions
  278. //TODO: check how does H3 behave, visiting town on victory can affect campaigns (spells learned, +1 stat building visited)
  279. }
  280. cb->heroVisitCastle(this, h);
  281. }
  282. }
  283. else
  284. {
  285. assert(h->visitablePos() == this->visitablePos());
  286. bool commander_recover = h->commander && !h->commander->alive;
  287. if (commander_recover) // rise commander from dead
  288. {
  289. SetCommanderProperty scp;
  290. scp.heroid = h->id;
  291. scp.which = SetCommanderProperty::ALIVE;
  292. scp.amount = 1;
  293. cb->sendAndApply(&scp);
  294. }
  295. cb->heroVisitCastle(this, h);
  296. // TODO(vmarkovtsev): implement payment for rising the commander
  297. if (commander_recover) // info window about commander
  298. {
  299. InfoWindow iw;
  300. iw.player = h->tempOwner;
  301. iw.text.appendRawString(h->commander->getName());
  302. iw.components.emplace_back(ComponentType::CREATURE, h->commander->getId(), h->commander->getCount());
  303. cb->showInfoDialog(&iw);
  304. }
  305. }
  306. }
  307. void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const
  308. {
  309. //FIXME: find out why this issue appears on random maps
  310. if(visitingHero == h)
  311. {
  312. cb->stopHeroVisitCastle(this, h);
  313. logGlobal->trace("%s correctly left town %s", h->getNameTranslated(), getNameTranslated());
  314. }
  315. else
  316. logGlobal->warn("Warning, %s tries to leave the town %s but hero is not inside.", h->getNameTranslated(), getNameTranslated());
  317. }
  318. std::string CGTownInstance::getObjectName() const
  319. {
  320. return getNameTranslated() + ", " + town->faction->getNameTranslated();
  321. }
  322. bool CGTownInstance::townEnvisagesBuilding(BuildingSubID::EBuildingSubID subId) const
  323. {
  324. return town->getBuildingType(subId) != BuildingID::NONE;
  325. }
  326. void CGTownInstance::initOverriddenBids()
  327. {
  328. for(const auto & bid : builtBuildings)
  329. {
  330. const auto & overrideThem = town->buildings.at(bid)->overrideBids;
  331. for(const auto & overrideIt : overrideThem)
  332. overriddenBuildings.insert(overrideIt);
  333. }
  334. }
  335. bool CGTownInstance::isBonusingBuildingAdded(BuildingID bid) const
  336. {
  337. auto present = std::find_if(bonusingBuildings.begin(), bonusingBuildings.end(), [&](CGTownBuilding* building)
  338. {
  339. return building->getBuildingType() == bid;
  340. });
  341. return present != bonusingBuildings.end();
  342. }
  343. void CGTownInstance::addTownBonuses(vstd::RNG & rand)
  344. {
  345. for(const auto & kvp : town->buildings)
  346. {
  347. if(vstd::contains(overriddenBuildings, kvp.first))
  348. continue;
  349. if(kvp.second->IsVisitingBonus())
  350. bonusingBuildings.push_back(new CTownBonus(kvp.second->bid, kvp.second->subId, this));
  351. if(kvp.second->IsWeekBonus())
  352. bonusingBuildings.push_back(new COPWBonus(kvp.second->bid, kvp.second->subId, this));
  353. if(kvp.second->subId == BuildingSubID::CUSTOM_VISITING_REWARD)
  354. bonusingBuildings.push_back(new CTownRewardableBuilding(kvp.second->bid, kvp.second->subId, this, rand));
  355. }
  356. }
  357. DamageRange CGTownInstance::getTowerDamageRange() const
  358. {
  359. assert(hasBuilt(BuildingID::CASTLE));
  360. // http://heroes.thelazy.net/wiki/Arrow_tower
  361. // base damage, irregardless of town level
  362. static constexpr int baseDamage = 6;
  363. // extra damage, for each building in town
  364. static constexpr int extraDamage = 1;
  365. const int minDamage = baseDamage + extraDamage * getTownLevel();
  366. return {
  367. minDamage,
  368. minDamage * 2
  369. };
  370. }
  371. DamageRange CGTownInstance::getKeepDamageRange() const
  372. {
  373. assert(hasBuilt(BuildingID::CITADEL));
  374. // http://heroes.thelazy.net/wiki/Arrow_tower
  375. // base damage, irregardless of town level
  376. static constexpr int baseDamage = 10;
  377. // extra damage, for each building in town
  378. static constexpr int extraDamage = 2;
  379. const int minDamage = baseDamage + extraDamage * getTownLevel();
  380. return {
  381. minDamage,
  382. minDamage * 2
  383. };
  384. }
  385. void CGTownInstance::deleteTownBonus(BuildingID bid)
  386. {
  387. size_t i = 0;
  388. CGTownBuilding * freeIt = nullptr;
  389. for(i = 0; i != bonusingBuildings.size(); i++)
  390. {
  391. if(bonusingBuildings[i]->getBuildingType() == bid)
  392. {
  393. freeIt = bonusingBuildings[i];
  394. break;
  395. }
  396. }
  397. if(freeIt == nullptr)
  398. return;
  399. auto building = town->buildings.at(bid);
  400. auto isVisitingBonus = building->IsVisitingBonus();
  401. auto isWeekBonus = building->IsWeekBonus();
  402. if(!isVisitingBonus && !isWeekBonus)
  403. return;
  404. bonusingBuildings.erase(bonusingBuildings.begin() + i);
  405. delete freeIt;
  406. }
  407. FactionID CGTownInstance::randomizeFaction(vstd::RNG & rand)
  408. {
  409. if(getOwner().isValidPlayer())
  410. return cb->gameState()->scenarioOps->getIthPlayersSettings(getOwner()).castle;
  411. if(alignmentToPlayer.isValidPlayer())
  412. return cb->gameState()->scenarioOps->getIthPlayersSettings(alignmentToPlayer).castle;
  413. std::vector<FactionID> potentialPicks;
  414. for (FactionID faction(0); faction < FactionID(VLC->townh->size()); ++faction)
  415. if (VLC->factions()->getById(faction)->hasTown())
  416. potentialPicks.push_back(faction);
  417. assert(!potentialPicks.empty());
  418. return *RandomGeneratorUtil::nextItem(potentialPicks, rand);
  419. }
  420. void CGTownInstance::pickRandomObject(vstd::RNG & rand)
  421. {
  422. assert(ID == MapObjectID::TOWN || ID == MapObjectID::RANDOM_TOWN);
  423. if (ID == MapObjectID::RANDOM_TOWN)
  424. {
  425. ID = MapObjectID::TOWN;
  426. subID = randomizeFaction(rand);
  427. }
  428. assert(ID == Obj::TOWN); // just in case
  429. setType(ID, subID);
  430. town = (*VLC->townh)[getFaction()]->town;
  431. randomizeArmy(getFaction());
  432. updateAppearance();
  433. }
  434. void CGTownInstance::initObj(vstd::RNG & rand) ///initialize town structures
  435. {
  436. blockVisit = true;
  437. if(townEnvisagesBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example
  438. creatures.resize(town->creatures.size() + 1);
  439. else
  440. creatures.resize(town->creatures.size());
  441. for (int level = 0; level < town->creatures.size(); level++)
  442. {
  443. BuildingID buildID = BuildingID(BuildingID::getDwellingFromLevel(level, 0));
  444. int upgradeNum = 0;
  445. for (; town->buildings.count(buildID); upgradeNum++, buildID.advance(town->creatures.size()))
  446. {
  447. if (hasBuilt(buildID) && town->creatures.at(level).size() > upgradeNum)
  448. creatures[level].second.push_back(town->creatures[level][upgradeNum]);
  449. }
  450. }
  451. initOverriddenBids();
  452. addTownBonuses(rand); //add special bonuses from buildings to the bonusingBuildings vector.
  453. recreateBuildingsBonuses();
  454. updateAppearance();
  455. }
  456. void CGTownInstance::newTurn(vstd::RNG & rand) const
  457. {
  458. if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week
  459. {
  460. //give resources if there's a Mystic Pond
  461. if (hasBuilt(BuildingSubID::MYSTIC_POND)
  462. && cb->getDate(Date::DAY) != 1
  463. && (tempOwner.isValidPlayer())
  464. )
  465. {
  466. int resID = rand.nextInt(2, 5); //bonus to random rare resource
  467. resID = (resID==2)?1:resID;
  468. int resVal = rand.nextInt(1, 4);//with size 1..4
  469. cb->giveResource(tempOwner, static_cast<EGameResID>(resID), resVal);
  470. cb->setObjPropertyValue(id, ObjProperty::BONUS_VALUE_FIRST, resID);
  471. cb->setObjPropertyValue(id, ObjProperty::BONUS_VALUE_SECOND, resVal);
  472. }
  473. for(const auto * manaVortex : getBonusingBuildings(BuildingSubID::MANA_VORTEX))
  474. cb->setObjPropertyValue(id, ObjProperty::STRUCTURE_CLEAR_VISITORS, manaVortex->indexOnTV); //reset visitors for Mana Vortex
  475. if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
  476. {
  477. std::vector<SlotID> nativeCrits; //slots
  478. for(const auto & elem : Slots())
  479. {
  480. if (elem.second->type->getFaction() == getFaction()) //native
  481. {
  482. nativeCrits.push_back(elem.first); //collect matching slots
  483. }
  484. }
  485. if(!nativeCrits.empty())
  486. {
  487. SlotID pos = *RandomGeneratorUtil::nextItem(nativeCrits, rand);
  488. StackLocation sl(this, pos);
  489. const CCreature *c = getCreature(pos);
  490. if (rand.nextInt(99) < 90 || c->upgrades.empty()) //increase number if no upgrade available
  491. {
  492. cb->changeStackCount(sl, c->getGrowth());
  493. }
  494. else //upgrade
  495. {
  496. cb->changeStackType(sl, c->upgrades.begin()->toCreature());
  497. }
  498. }
  499. if ((stacksCount() < GameConstants::ARMY_SIZE && rand.nextInt(99) < 25) || Slots().empty()) //add new stack
  500. {
  501. int i = rand.nextInt(std::min((int)town->creatures.size(), cb->getDate(Date::MONTH) << 1) - 1);
  502. if (!town->creatures[i].empty())
  503. {
  504. CreatureID c = town->creatures[i][0];
  505. SlotID n;
  506. TQuantity count = creatureGrowth(i);
  507. if (!count) // no dwelling
  508. count = VLC->creatures()->getById(c)->getGrowth();
  509. {//no lower tiers or above current month
  510. if ((n = getSlotFor(c)).validSlot())
  511. {
  512. StackLocation sl(this, n);
  513. if (slotEmpty(n))
  514. cb->insertNewStack(sl, c.toCreature(), count);
  515. else //add to existing
  516. cb->changeStackCount(sl, count);
  517. }
  518. }
  519. }
  520. }
  521. }
  522. }
  523. for(const auto * rewardableBuilding : getBonusingBuildings(BuildingSubID::CUSTOM_VISITING_REWARD))
  524. rewardableBuilding->newTurn(rand);
  525. if(hasBuilt(BuildingSubID::BANK) && bonusValue.second > 0)
  526. {
  527. TResources res;
  528. res[EGameResID::GOLD] = -500;
  529. cb->giveResources(getOwner(), res);
  530. cb->setObjPropertyValue(id, ObjProperty::BONUS_VALUE_SECOND, bonusValue.second - 500);
  531. }
  532. }
  533. /*
  534. int3 CGTownInstance::getSightCenter() const
  535. {
  536. return pos - int3(2,0,0);
  537. }
  538. */
  539. bool CGTownInstance::passableFor(PlayerColor color) const
  540. {
  541. if (!armedGarrison())//empty castle - anyone can visit
  542. return true;
  543. if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit
  544. return false;
  545. return cb->getPlayerRelations(tempOwner, color) != PlayerRelations::ENEMIES;
  546. }
  547. void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const
  548. {
  549. offsets = {int3(-1,2,0), int3(+1,2,0)};
  550. }
  551. CGTownInstance::EGeneratorState CGTownInstance::shipyardStatus() const
  552. {
  553. if (!hasBuilt(BuildingID::SHIPYARD))
  554. return EGeneratorState::UNKNOWN;
  555. return IShipyard::shipyardStatus();
  556. }
  557. const IObjectInterface * CGTownInstance::getObject() const
  558. {
  559. return this;
  560. }
  561. void CGTownInstance::mergeGarrisonOnSiege() const
  562. {
  563. auto getWeakestStackSlot = [&](ui64 powerLimit)
  564. {
  565. std::vector<SlotID> weakSlots;
  566. auto stacksList = visitingHero->stacks;
  567. std::pair<SlotID, CStackInstance *> pair;
  568. while(!stacksList.empty())
  569. {
  570. pair = *vstd::minElementByFun(stacksList, [&](const std::pair<SlotID, CStackInstance *> & elem) { return elem.second->getPower(); });
  571. if(powerLimit > pair.second->getPower() &&
  572. (weakSlots.empty() || pair.second->getPower() == visitingHero->getStack(weakSlots.front()).getPower()))
  573. {
  574. weakSlots.push_back(pair.first);
  575. stacksList.erase(pair.first);
  576. }
  577. else
  578. break;
  579. }
  580. if(!weakSlots.empty())
  581. return *std::max_element(weakSlots.begin(), weakSlots.end());
  582. return SlotID();
  583. };
  584. auto count = static_cast<int>(stacks.size());
  585. for(int i = 0; i < count; i++)
  586. {
  587. auto pair = *vstd::maxElementByFun(stacks, [&](const std::pair<SlotID, CStackInstance *> & elem)
  588. {
  589. ui64 power = elem.second->getPower();
  590. auto dst = visitingHero->getSlotFor(elem.second->getCreatureID());
  591. if(dst.validSlot() && visitingHero->hasStackAtSlot(dst))
  592. power += visitingHero->getStack(dst).getPower();
  593. return power;
  594. });
  595. auto dst = visitingHero->getSlotFor(pair.second->getCreatureID());
  596. if(dst.validSlot())
  597. cb->moveStack(StackLocation(this, pair.first), StackLocation(visitingHero, dst), -1);
  598. else
  599. {
  600. dst = getWeakestStackSlot(static_cast<int>(pair.second->getPower()));
  601. if(dst.validSlot())
  602. cb->swapStacks(StackLocation(this, pair.first), StackLocation(visitingHero, dst));
  603. }
  604. }
  605. }
  606. void CGTownInstance::removeCapitols(const PlayerColor & owner) const
  607. {
  608. if (hasCapitol()) // search if there's an older capitol
  609. {
  610. PlayerState* state = cb->gameState()->getPlayerState(owner); //get all towns owned by player
  611. for (auto i = state->towns.cbegin(); i < state->towns.cend(); ++i)
  612. {
  613. if (*i != this && (*i)->hasCapitol())
  614. {
  615. RazeStructures rs;
  616. rs.tid = id;
  617. rs.bid.insert(BuildingID::CAPITOL);
  618. rs.destroyed = destroyed;
  619. cb->sendAndApply(&rs);
  620. return;
  621. }
  622. }
  623. }
  624. }
  625. void CGTownInstance::clearArmy() const
  626. {
  627. while(!stacks.empty())
  628. {
  629. cb->eraseStack(StackLocation(this, stacks.begin()->first));
  630. }
  631. }
  632. BoatId CGTownInstance::getBoatType() const
  633. {
  634. return town->faction->boatType;
  635. }
  636. int CGTownInstance::getMarketEfficiency() const
  637. {
  638. if(!hasBuiltSomeTradeBuilding())
  639. return 0;
  640. const PlayerState *p = cb->getPlayerState(tempOwner);
  641. assert(p);
  642. int marketCount = 0;
  643. for(const CGTownInstance *t : p->towns)
  644. if(t->hasBuiltSomeTradeBuilding())
  645. marketCount++;
  646. return marketCount;
  647. }
  648. bool CGTownInstance::allowsTrade(EMarketMode mode) const
  649. {
  650. switch(mode)
  651. {
  652. case EMarketMode::RESOURCE_RESOURCE:
  653. case EMarketMode::RESOURCE_PLAYER:
  654. return hasBuilt(BuildingID::MARKETPLACE);
  655. case EMarketMode::ARTIFACT_RESOURCE:
  656. case EMarketMode::RESOURCE_ARTIFACT:
  657. return hasBuilt(BuildingSubID::ARTIFACT_MERCHANT);
  658. case EMarketMode::CREATURE_RESOURCE:
  659. return hasBuilt(BuildingSubID::FREELANCERS_GUILD);
  660. case EMarketMode::CREATURE_UNDEAD:
  661. return hasBuilt(BuildingSubID::CREATURE_TRANSFORMER);
  662. case EMarketMode::RESOURCE_SKILL:
  663. return hasBuilt(BuildingSubID::MAGIC_UNIVERSITY);
  664. case EMarketMode::CREATURE_EXP:
  665. case EMarketMode::ARTIFACT_EXP:
  666. return false;
  667. default:
  668. assert(0);
  669. return false;
  670. }
  671. }
  672. std::vector<TradeItemBuy> CGTownInstance::availableItemsIds(EMarketMode mode) const
  673. {
  674. if(mode == EMarketMode::RESOURCE_ARTIFACT)
  675. {
  676. std::vector<TradeItemBuy> ret;
  677. for(const CArtifact *a : cb->gameState()->map->townMerchantArtifacts)
  678. if(a)
  679. ret.push_back(a->getId());
  680. else
  681. ret.push_back(ArtifactID{});
  682. return ret;
  683. }
  684. else if ( mode == EMarketMode::RESOURCE_SKILL )
  685. {
  686. return cb->gameState()->map->townUniversitySkills;
  687. }
  688. else
  689. return IMarket::availableItemsIds(mode);
  690. }
  691. void CGTownInstance::updateAppearance()
  692. {
  693. auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
  694. //FIXME: not the best way to do this
  695. auto app = getObjectHandler()->getOverride(terrain, this);
  696. if (app)
  697. appearance = app;
  698. }
  699. std::string CGTownInstance::nodeName() const
  700. {
  701. return "Town (" + (town ? town->faction->getNameTranslated() : "unknown") + ") of " + getNameTranslated();
  702. }
  703. void CGTownInstance::deserializationFix()
  704. {
  705. attachTo(townAndVis);
  706. //Hero is already handled by CGameState::attachArmedObjects
  707. // if(visitingHero)
  708. // visitingHero->attachTo(&townAndVis);
  709. // if(garrisonHero)
  710. // garrisonHero->attachTo(this);
  711. }
  712. void CGTownInstance::updateMoraleBonusFromArmy()
  713. {
  714. auto b = getExportedBonusList().getFirst(Selector::sourceType()(BonusSource::ARMY).And(Selector::type()(BonusType::MORALE)));
  715. if(!b)
  716. {
  717. b = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, 0, BonusSourceID());
  718. addNewBonus(b);
  719. }
  720. if (garrisonHero)
  721. {
  722. b->val = 0;
  723. CBonusSystemNode::treeHasChanged();
  724. }
  725. else
  726. CArmedInstance::updateMoraleBonusFromArmy();
  727. }
  728. void CGTownInstance::recreateBuildingsBonuses()
  729. {
  730. BonusList bl;
  731. getExportedBonusList().getBonuses(bl, Selector::sourceType()(BonusSource::TOWN_STRUCTURE));
  732. for(const auto & b : bl)
  733. removeBonus(b);
  734. for(const auto & bid : builtBuildings)
  735. {
  736. if(vstd::contains(overriddenBuildings, bid)) //tricky! -> checks tavern only if no bratherhood of sword
  737. continue;
  738. auto building = town->buildings.at(bid);
  739. if(building->buildingBonuses.empty())
  740. continue;
  741. for(auto & bonus : building->buildingBonuses)
  742. addNewBonus(bonus);
  743. }
  744. }
  745. void CGTownInstance::setVisitingHero(CGHeroInstance *h)
  746. {
  747. if(visitingHero.get() == h)
  748. return;
  749. if(h)
  750. {
  751. PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
  752. assert(p);
  753. h->detachFrom(*p);
  754. h->attachTo(townAndVis);
  755. visitingHero = h;
  756. h->visitedTown = this;
  757. h->inTownGarrison = false;
  758. }
  759. else
  760. {
  761. PlayerState *p = cb->gameState()->getPlayerState(visitingHero->tempOwner);
  762. visitingHero->visitedTown = nullptr;
  763. visitingHero->detachFrom(townAndVis);
  764. visitingHero->attachTo(*p);
  765. visitingHero = nullptr;
  766. }
  767. }
  768. void CGTownInstance::setGarrisonedHero(CGHeroInstance *h)
  769. {
  770. if(garrisonHero.get() == h)
  771. return;
  772. if(h)
  773. {
  774. PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
  775. assert(p);
  776. h->detachFrom(*p);
  777. h->attachTo(*this);
  778. garrisonHero = h;
  779. h->visitedTown = this;
  780. h->inTownGarrison = true;
  781. }
  782. else
  783. {
  784. PlayerState *p = cb->gameState()->getPlayerState(garrisonHero->tempOwner);
  785. garrisonHero->visitedTown = nullptr;
  786. garrisonHero->inTownGarrison = false;
  787. garrisonHero->detachFrom(*this);
  788. garrisonHero->attachTo(*p);
  789. garrisonHero = nullptr;
  790. }
  791. updateMoraleBonusFromArmy(); //avoid giving morale bonus for same army twice
  792. }
  793. bool CGTownInstance::armedGarrison() const
  794. {
  795. return !stacks.empty() || garrisonHero;
  796. }
  797. const CTown * CGTownInstance::getTown() const
  798. {
  799. if(ID == Obj::RANDOM_TOWN)
  800. return VLC->townh->randomTown;
  801. else
  802. {
  803. if(nullptr == town)
  804. {
  805. return (*VLC->townh)[getFaction()]->town;
  806. }
  807. else
  808. return town;
  809. }
  810. }
  811. int CGTownInstance::getTownLevel() const
  812. {
  813. // count all buildings that are not upgrades
  814. int level = 0;
  815. for(const auto & bid : builtBuildings)
  816. {
  817. if(town->buildings.at(bid)->upgrade == BuildingID::NONE)
  818. level++;
  819. }
  820. return level;
  821. }
  822. CBonusSystemNode & CGTownInstance::whatShouldBeAttached()
  823. {
  824. return townAndVis;
  825. }
  826. std::string CGTownInstance::getNameTranslated() const
  827. {
  828. return VLC->generaltexth->translate(nameTextId);
  829. }
  830. std::string CGTownInstance::getNameTextID() const
  831. {
  832. return nameTextId;
  833. }
  834. void CGTownInstance::setNameTextId( const std::string & newName )
  835. {
  836. nameTextId = newName;
  837. }
  838. const CArmedInstance * CGTownInstance::getUpperArmy() const
  839. {
  840. if(garrisonHero)
  841. return garrisonHero;
  842. return this;
  843. }
  844. std::vector<const CGTownBuilding *> CGTownInstance::getBonusingBuildings(BuildingSubID::EBuildingSubID subId) const
  845. {
  846. std::vector<const CGTownBuilding *> ret;
  847. for(auto * const building : bonusingBuildings)
  848. {
  849. if(building->getBuildingSubtype() == subId)
  850. ret.push_back(building);
  851. }
  852. return ret;
  853. }
  854. bool CGTownInstance::hasBuiltSomeTradeBuilding() const
  855. {
  856. for(const auto & bid : builtBuildings)
  857. {
  858. if(town->buildings.at(bid)->IsTradeBuilding())
  859. return true;
  860. }
  861. return false;
  862. }
  863. bool CGTownInstance::hasBuilt(BuildingSubID::EBuildingSubID buildingID) const
  864. {
  865. for(const auto & bid : builtBuildings)
  866. {
  867. if(town->buildings.at(bid)->subId == buildingID)
  868. return true;
  869. }
  870. return false;
  871. }
  872. bool CGTownInstance::hasBuilt(const BuildingID & buildingID) const
  873. {
  874. return vstd::contains(builtBuildings, buildingID);
  875. }
  876. bool CGTownInstance::hasBuilt(const BuildingID & buildingID, FactionID townID) const
  877. {
  878. if (townID == town->faction->getId() || townID == FactionID::ANY)
  879. return hasBuilt(buildingID);
  880. return false;
  881. }
  882. TResources CGTownInstance::getBuildingCost(const BuildingID & buildingID) const
  883. {
  884. if (vstd::contains(town->buildings, buildingID))
  885. return town->buildings.at(buildingID)->resources;
  886. else
  887. {
  888. logGlobal->error("Town %s at %s has no possible building %d!", getNameTranslated(), pos.toString(), buildingID.toEnum());
  889. return TResources();
  890. }
  891. }
  892. CBuilding::TRequired CGTownInstance::genBuildingRequirements(const BuildingID & buildID, bool deep) const
  893. {
  894. const CBuilding * building = town->buildings.at(buildID);
  895. //TODO: find better solution to prevent infinite loops
  896. std::set<BuildingID> processed;
  897. std::function<CBuilding::TRequired::Variant(const BuildingID &)> dependTest =
  898. [&](const BuildingID & id) -> CBuilding::TRequired::Variant
  899. {
  900. if (town->buildings.count(id) == 0)
  901. {
  902. logMod->error("Invalid building ID %d in building dependencies!", id.getNum());
  903. return CBuilding::TRequired::OperatorAll();
  904. }
  905. const CBuilding * build = town->buildings.at(id);
  906. CBuilding::TRequired::OperatorAll requirements;
  907. if (!hasBuilt(id))
  908. {
  909. if (deep)
  910. requirements.expressions.emplace_back(id);
  911. else
  912. return id;
  913. }
  914. if(!vstd::contains(processed, id))
  915. {
  916. processed.insert(id);
  917. if (build->upgrade != BuildingID::NONE)
  918. requirements.expressions.push_back(dependTest(build->upgrade));
  919. requirements.expressions.push_back(build->requirements.morph(dependTest));
  920. }
  921. return requirements;
  922. };
  923. CBuilding::TRequired::OperatorAll requirements;
  924. if (building->upgrade != BuildingID::NONE)
  925. {
  926. const CBuilding * upgr = town->buildings.at(building->upgrade);
  927. requirements.expressions.push_back(dependTest(upgr->bid));
  928. processed.clear();
  929. }
  930. requirements.expressions.push_back(building->requirements.morph(dependTest));
  931. CBuilding::TRequired::Variant variant(requirements);
  932. CBuilding::TRequired ret(variant);
  933. ret.minimize();
  934. return ret;
  935. }
  936. void CGTownInstance::addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID ) const
  937. {
  938. if(visitingHero == h)
  939. cb->setObjPropertyValue(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors
  940. else if(garrisonHero == h)
  941. cb->setObjPropertyValue(id, ObjProperty::STRUCTURE_ADD_GARRISONED_HERO, structureInstanceID); //then it must be garrisoned hero
  942. else
  943. {
  944. //should never ever happen
  945. logGlobal->error("Cannot add hero %s to visitors of structure # %d", h->getNameTranslated(), structureInstanceID);
  946. throw std::runtime_error("unexpected hero in CGTownInstance::addHeroToStructureVisitors");
  947. }
  948. }
  949. void CGTownInstance::battleFinished(const CGHeroInstance * hero, const BattleResult & result) const
  950. {
  951. if(result.winner == BattleSide::ATTACKER)
  952. {
  953. clearArmy();
  954. onTownCaptured(hero->getOwner());
  955. }
  956. }
  957. void CGTownInstance::onTownCaptured(const PlayerColor & winner) const
  958. {
  959. setOwner(winner);
  960. cb->changeFogOfWar(getSightCenter(), getSightRadius(), winner, ETileVisibility::REVEALED);
  961. }
  962. void CGTownInstance::afterAddToMap(CMap * map)
  963. {
  964. map->towns.emplace_back(this);
  965. }
  966. void CGTownInstance::afterRemoveFromMap(CMap * map)
  967. {
  968. vstd::erase_if_present(map->towns, this);
  969. }
  970. void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  971. {
  972. CGObjectInstance::serializeJsonOwner(handler);
  973. if(!handler.saving)
  974. handler.serializeEnum("tightFormation", formation, NArmyFormation::names); //for old format
  975. CArmedInstance::serializeJsonOptions(handler);
  976. handler.serializeString("name", nameTextId);
  977. {
  978. auto decodeBuilding = [this](const std::string & identifier) -> si32
  979. {
  980. auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), getTown()->getBuildingScope(), identifier);
  981. if(rawId)
  982. return rawId.value();
  983. else
  984. return -1;
  985. };
  986. auto encodeBuilding = [this](si32 index) -> std::string
  987. {
  988. return getTown()->buildings.at(BuildingID(index))->getJsonKey();
  989. };
  990. const std::set<si32> standard = getTown()->getAllBuildings();//by default all buildings are allowed
  991. JsonSerializeFormat::LICSet buildingsLIC(standard, decodeBuilding, encodeBuilding);
  992. if(handler.saving)
  993. {
  994. bool customBuildings = false;
  995. boost::logic::tribool hasFort(false);
  996. for(const BuildingID & id : forbiddenBuildings)
  997. {
  998. buildingsLIC.none.insert(id.getNum());
  999. customBuildings = true;
  1000. }
  1001. for(const BuildingID & id : builtBuildings)
  1002. {
  1003. if(id == BuildingID::DEFAULT)
  1004. continue;
  1005. const CBuilding * building = getTown()->buildings.at(id);
  1006. if(building->mode == CBuilding::BUILD_AUTO)
  1007. continue;
  1008. if(id == BuildingID::FORT)
  1009. hasFort = true;
  1010. buildingsLIC.all.insert(id.getNum());
  1011. customBuildings = true;
  1012. }
  1013. if(customBuildings)
  1014. handler.serializeLIC("buildings", buildingsLIC);
  1015. else
  1016. handler.serializeBool("hasFort",hasFort);
  1017. }
  1018. else
  1019. {
  1020. handler.serializeLIC("buildings", buildingsLIC);
  1021. builtBuildings.insert(BuildingID::VILLAGE_HALL);
  1022. if(buildingsLIC.none.empty() && buildingsLIC.all.empty())
  1023. {
  1024. builtBuildings.insert(BuildingID::DEFAULT);
  1025. bool hasFort = false;
  1026. handler.serializeBool("hasFort",hasFort);
  1027. if(hasFort)
  1028. builtBuildings.insert(BuildingID::FORT);
  1029. }
  1030. else
  1031. {
  1032. for(const si32 item : buildingsLIC.none)
  1033. forbiddenBuildings.insert(BuildingID(item));
  1034. for(const si32 item : buildingsLIC.all)
  1035. builtBuildings.insert(BuildingID(item));
  1036. }
  1037. }
  1038. }
  1039. {
  1040. handler.serializeIdArray( "possibleSpells", possibleSpells);
  1041. handler.serializeIdArray( "obligatorySpells", obligatorySpells);
  1042. }
  1043. {
  1044. auto eventsHandler = handler.enterArray("events");
  1045. eventsHandler.syncSize(events, JsonNode::JsonType::DATA_VECTOR);
  1046. eventsHandler.serializeStruct(events);
  1047. }
  1048. }
  1049. FactionID CGTownInstance::getFaction() const
  1050. {
  1051. return FactionID(subID.getNum());
  1052. }
  1053. TerrainId CGTownInstance::getNativeTerrain() const
  1054. {
  1055. return town->faction->getNativeTerrain();
  1056. }
  1057. GrowthInfo::Entry::Entry(const std::string &format, int _count)
  1058. : count(_count)
  1059. {
  1060. MetaString formatter;
  1061. formatter.appendRawString(format);
  1062. formatter.replacePositiveNumber(count);
  1063. description = formatter.toString();
  1064. }
  1065. GrowthInfo::Entry::Entry(int subID, const BuildingID & building, int _count): count(_count)
  1066. {
  1067. MetaString formatter;
  1068. formatter.appendRawString("%s %+d");
  1069. formatter.replaceRawString((*VLC->townh)[subID]->town->buildings.at(building)->getNameTranslated());
  1070. formatter.replacePositiveNumber(count);
  1071. description = formatter.toString();
  1072. }
  1073. GrowthInfo::Entry::Entry(int _count, std::string fullDescription):
  1074. count(_count),
  1075. description(std::move(fullDescription))
  1076. {
  1077. }
  1078. CTownAndVisitingHero::CTownAndVisitingHero()
  1079. {
  1080. setNodeType(TOWN_AND_VISITOR);
  1081. }
  1082. int GrowthInfo::totalGrowth() const
  1083. {
  1084. int ret = 0;
  1085. for(const Entry &entry : entries)
  1086. ret += entry.count;
  1087. // always round up income - we don't want buildings to always produce zero if handicap in use
  1088. return vstd::divideAndCeil(ret * handicapPercentage, 100);
  1089. }
  1090. void CGTownInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
  1091. {
  1092. for(const CGTownInstance::TCreaturesSet::value_type & dwelling : creatures)
  1093. {
  1094. if (vstd::contains(dwelling.second, stack.type->getId())) //Dwelling with our creature
  1095. {
  1096. for(const auto & upgrID : dwelling.second)
  1097. {
  1098. if(vstd::contains(stack.type->upgrades, upgrID)) //possible upgrade
  1099. {
  1100. info.newID.push_back(upgrID);
  1101. info.cost.push_back(upgrID.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost());
  1102. }
  1103. }
  1104. }
  1105. }
  1106. }
  1107. VCMI_LIB_NAMESPACE_END