CGTownInstance.h 9.4 KB

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  1. /*
  2. * CGTownInstance.h, 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. #pragma once
  11. #include "IMarket.h"
  12. #include "CGDwelling.h"
  13. #include "../entities/faction/CFaction.h" // TODO: remove
  14. #include "../entities/faction/CTown.h" // TODO: remove
  15. VCMI_LIB_NAMESPACE_BEGIN
  16. class CCastleEvent;
  17. class CTown;
  18. class TownBuildingInstance;
  19. struct TownFortifications;
  20. class TownRewardableBuildingInstance;
  21. struct DamageRange;
  22. template<typename ContainedClass>
  23. class LogicalExpression;
  24. struct DLL_LINKAGE GrowthInfo
  25. {
  26. struct Entry
  27. {
  28. int count;
  29. std::string description;
  30. Entry(const std::string &format, int _count);
  31. Entry(int subID, const BuildingID & building, int _count);
  32. Entry(int _count, std::string fullDescription);
  33. };
  34. std::vector<Entry> entries;
  35. int totalGrowth() const;
  36. int handicapPercentage;
  37. };
  38. class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket, public INativeTerrainProvider, public ICreatureUpgrader
  39. {
  40. friend class CTownInstanceConstructor;
  41. std::string nameTextId; // name of town
  42. std::map<BuildingID, TownRewardableBuildingInstance*> convertOldBuildings(std::vector<TownRewardableBuildingInstance*> oldVector);
  43. std::set<BuildingID> builtBuildings;
  44. ObjectInstanceID garrisonHero;
  45. ObjectInstanceID visitingHero;
  46. public:
  47. enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3};
  48. CBonusSystemNode townAndVis;
  49. si32 built; //how many buildings has been built this turn
  50. si32 destroyed; //how many buildings has been destroyed this turn
  51. ui32 identifier; //special identifier from h3m (only > RoE maps)
  52. PlayerColor alignmentToPlayer; // if set to non-neutral, random town will have same faction as specified player
  53. std::set<BuildingID> forbiddenBuildings;
  54. std::map<BuildingID, std::unique_ptr<TownRewardableBuildingInstance>> rewardableBuildings;
  55. std::vector<SpellID> possibleSpells, obligatorySpells;
  56. std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild
  57. std::vector<CCastleEvent> events;
  58. std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond, factory = save debts);
  59. int spellResearchCounterDay;
  60. int spellResearchAcceptedCounter;
  61. bool spellResearchAllowed;
  62. //////////////////////////////////////////////////////////////////////////
  63. template <typename Handler> void serialize(Handler &h)
  64. {
  65. h & static_cast<CGDwelling&>(*this);
  66. h & nameTextId;
  67. h & built;
  68. h & destroyed;
  69. h & identifier;
  70. if (h.hasFeature(Handler::Version::NO_RAW_POINTERS_IN_SERIALIZER))
  71. {
  72. h & garrisonHero;
  73. h & visitingHero;
  74. }
  75. else
  76. {
  77. std::shared_ptr<CGObjectInstance> ptrGarr;
  78. std::shared_ptr<CGObjectInstance> ptrVisit;
  79. h & ptrGarr;
  80. h & ptrVisit;
  81. garrisonHero = ptrGarr ? ptrGarr->id : ObjectInstanceID();
  82. visitingHero = ptrVisit ? ptrVisit->id : ObjectInstanceID();
  83. }
  84. h & alignmentToPlayer;
  85. h & forbiddenBuildings;
  86. h & builtBuildings;
  87. h & bonusValue;
  88. h & possibleSpells;
  89. h & obligatorySpells;
  90. h & spells;
  91. h & events;
  92. h & spellResearchCounterDay;
  93. h & spellResearchAcceptedCounter;
  94. h & spellResearchAllowed;
  95. h & rewardableBuildings;
  96. h & townAndVis;
  97. if(!h.saving)
  98. postDeserialize();
  99. }
  100. //////////////////////////////////////////////////////////////////////////
  101. CBonusSystemNode & whatShouldBeAttached() override;
  102. std::string nodeName() const override;
  103. void updateMoraleBonusFromArmy() override;
  104. void postDeserialize();
  105. void recreateBuildingsBonuses();
  106. void setVisitingHero(CGHeroInstance *h);
  107. void setGarrisonedHero(CGHeroInstance *h);
  108. const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself
  109. const CGHeroInstance * getVisitingHero() const;
  110. const CGHeroInstance * getGarrisonHero() const;
  111. std::string getNameTranslated() const;
  112. std::string getNameTextID() const;
  113. void setNameTextId(const std::string & newName);
  114. //////////////////////////////////////////////////////////////////////////
  115. bool passableFor(PlayerColor color) const override;
  116. //int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated
  117. int getSightRadius() const override; //returns sight distance
  118. BoatId getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  119. void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed. Parameter will be cleared
  120. EGeneratorState shipyardStatus() const override;
  121. const IObjectInterface * getObject() const override;
  122. int getMarketEfficiency() const override; //=market count
  123. std::set<EMarketMode> availableModes() const override;
  124. std::vector<TradeItemBuy> availableItemsIds(EMarketMode mode) const override;
  125. ObjectInstanceID getObjInstanceID() const override;
  126. void updateAppearance();
  127. //////////////////////////////////////////////////////////////////////////
  128. bool needsLastStack() const override;
  129. CGTownInstance::EFortLevel fortLevel() const;
  130. TownFortifications fortificationsLevel() const;
  131. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  132. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  133. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  134. int creatureGrowth(const int & level) const;
  135. GrowthInfo getGrowthInfo(int level) const;
  136. bool hasFort() const;
  137. bool hasCapitol() const;
  138. bool hasBuiltSomeTradeBuilding() const;
  139. //checks if special building with type buildingID is constructed
  140. bool hasBuilt(BuildingSubID::EBuildingSubID buildingID) const;
  141. //checks if building is constructed and town has same subID
  142. bool hasBuilt(const BuildingID & buildingID) const;
  143. bool hasBuilt(const BuildingID & buildingID, FactionID townID) const;
  144. void addBuilding(const BuildingID & buildingID);
  145. void removeBuilding(const BuildingID & buildingID);
  146. void removeAllBuildings();
  147. std::set<BuildingID> getBuildings() const;
  148. TResources getBuildingCost(const BuildingID & buildingID) const;
  149. ResourceSet dailyIncome() const override;
  150. std::vector<CreatureID> providedCreatures() const override;
  151. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  152. bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero
  153. int getTownLevel() const;
  154. LogicalExpression<BuildingID> genBuildingRequirements(const BuildingID & build, bool deep = false) const;
  155. void mergeGarrisonOnSiege(IGameEventCallback & gameEvents) const; // merge garrison into army of visiting hero
  156. void removeCapitols(IGameEventCallback & gameEvents, const PlayerColor & owner) const;
  157. void clearArmy(IGameEventCallback & gameEvents) const;
  158. void addHeroToStructureVisitors(IGameEventCallback & gameEvents, const CGHeroInstance *h, si64 structureInstanceID) const; //hero must be visiting or garrisoned in town
  159. void deleteTownBonus(BuildingID bid);
  160. /// Returns damage range for secondary towers of this town
  161. DamageRange getTowerDamageRange() const;
  162. /// Returns damage range for central tower(keep) of this town
  163. DamageRange getKeepDamageRange() const;
  164. const CTown * getTown() const;
  165. const CFaction * getFaction() const;
  166. /// INativeTerrainProvider
  167. FactionID getFactionID() const override;
  168. TerrainId getNativeTerrain() const override;
  169. /// Returns ID of war machine that is produced by specified building or NONE if this is not built or if building does not produce war machines
  170. ArtifactID getWarMachineInBuilding(BuildingID) const;
  171. /// Returns true if provided war machine is available in any of built buildings of this town
  172. bool isWarMachineAvailable(ArtifactID) const;
  173. CGTownInstance(IGameInfoCallback *cb);
  174. virtual ~CGTownInstance();
  175. ///IObjectInterface overrides
  176. void newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const override;
  177. void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
  178. void onHeroLeave(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
  179. void initObj(IGameRandomizer & gameRandomizer) override;
  180. void pickRandomObject(IGameRandomizer & gameRandomizer) override;
  181. void battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance * hero, const BattleResult & result) const override;
  182. std::string getObjectName() const override;
  183. void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
  184. void afterAddToMap(CMap * map) override;
  185. void afterRemoveFromMap(CMap * map) override;
  186. inline bool isBattleOutsideTown(const CGHeroInstance * defendingHero) const
  187. {
  188. return defendingHero && getGarrisonHero() && defendingHero != getGarrisonHero();
  189. }
  190. protected:
  191. void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;
  192. void serializeJsonOptions(JsonSerializeFormat & handler) override;
  193. private:
  194. FactionID randomizeFaction(vstd::RNG & rand);
  195. void setOwner(IGameEventCallback & gameEvents, const PlayerColor & owner) const;
  196. void onTownCaptured(IGameEventCallback & gameEvents, const PlayerColor & winner) const;
  197. int getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<const CGObjectInstance* >& dwellings) const;
  198. bool townEnvisagesBuilding(BuildingSubID::EBuildingSubID bid) const;
  199. void initializeConfigurableBuildings(IGameRandomizer & gameRandomizer);
  200. void initializeNeutralTownGarrison(vstd::RNG & rand);
  201. };
  202. VCMI_LIB_NAMESPACE_END