CGTownInstance.cpp 45 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 "CObjectClassesHandler.h"
  13. #include "../spells/CSpellHandler.h"
  14. #include "../NetPacks.h"
  15. #include "../CGeneralTextHandler.h"
  16. #include "../CModHandler.h"
  17. #include "../IGameCallback.h"
  18. #include "../CGameState.h"
  19. #include "../mapping/CMap.h"
  20. #include "../CPlayerState.h"
  21. #include "../serializer/JsonSerializeFormat.h"
  22. std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
  23. std::vector<int> CGTownInstance::universitySkills;
  24. CSpecObjInfo::CSpecObjInfo():
  25. owner(nullptr)
  26. {
  27. }
  28. CCreGenAsCastleInfo::CCreGenAsCastleInfo():
  29. CSpecObjInfo(), asCastle(false),identifier(0)
  30. {
  31. }
  32. void CCreGenAsCastleInfo::serializeJson(JsonSerializeFormat & handler)
  33. {
  34. handler.serializeString("sameAsTown", instanceId);
  35. if(!handler.saving)
  36. {
  37. asCastle = (instanceId != "");
  38. allowedFactions.clear();
  39. }
  40. if(!asCastle)
  41. {
  42. std::vector<bool> standard;
  43. standard.resize(VLC->townh->factions.size(), true);
  44. JsonSerializeFormat::LIC allowedLIC(standard, &CTownHandler::decodeFaction, &CTownHandler::encodeFaction);
  45. allowedLIC.any = allowedFactions;
  46. handler.serializeLIC("allowedFactions", allowedLIC);
  47. if(!handler.saving)
  48. {
  49. allowedFactions = allowedLIC.any;
  50. }
  51. }
  52. }
  53. CCreGenLeveledInfo::CCreGenLeveledInfo():
  54. CSpecObjInfo(),
  55. minLevel(0), maxLevel(7)
  56. {
  57. }
  58. void CCreGenLeveledInfo::serializeJson(JsonSerializeFormat & handler)
  59. {
  60. handler.serializeInt("minLevel", minLevel, ui8(1));
  61. handler.serializeInt("maxLevel", maxLevel, ui8(7));
  62. if(!handler.saving)
  63. {
  64. //todo: safely allow any level > 7
  65. vstd::amax(minLevel, 1);
  66. vstd::amin(minLevel, 7);
  67. vstd::abetween(maxLevel, minLevel, 7);
  68. }
  69. }
  70. void CCreGenLeveledCastleInfo::serializeJson(JsonSerializeFormat & handler)
  71. {
  72. CCreGenAsCastleInfo::serializeJson(handler);
  73. CCreGenLeveledInfo::serializeJson(handler);
  74. }
  75. CGDwelling::CGDwelling():
  76. CArmedInstance()
  77. {
  78. info = nullptr;
  79. }
  80. CGDwelling::~CGDwelling()
  81. {
  82. vstd::clear_pointer(info);
  83. }
  84. void CGDwelling::initObj(CRandomGenerator & rand)
  85. {
  86. switch(ID)
  87. {
  88. case Obj::CREATURE_GENERATOR1:
  89. case Obj::CREATURE_GENERATOR4:
  90. {
  91. VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand);
  92. if (getOwner() != PlayerColor::NEUTRAL)
  93. cb->gameState()->players[getOwner()].dwellings.push_back (this);
  94. assert(!creatures.empty());
  95. assert(!creatures[0].second.empty());
  96. break;
  97. }
  98. case Obj::REFUGEE_CAMP:
  99. //is handled within newturn func
  100. break;
  101. case Obj::WAR_MACHINE_FACTORY:
  102. creatures.resize(3);
  103. creatures[0].second.push_back(CreatureID::BALLISTA);
  104. creatures[1].second.push_back(CreatureID::FIRST_AID_TENT);
  105. creatures[2].second.push_back(CreatureID::AMMO_CART);
  106. break;
  107. default:
  108. assert(0);
  109. break;
  110. }
  111. }
  112. void CGDwelling::initRandomObjectInfo()
  113. {
  114. vstd::clear_pointer(info);
  115. switch(ID)
  116. {
  117. case Obj::RANDOM_DWELLING: info = new CCreGenLeveledCastleInfo();
  118. break;
  119. case Obj::RANDOM_DWELLING_LVL: info = new CCreGenAsCastleInfo();
  120. break;
  121. case Obj::RANDOM_DWELLING_FACTION: info = new CCreGenLeveledInfo();
  122. break;
  123. }
  124. if(info)
  125. info->owner = this;
  126. }
  127. void CGDwelling::setPropertyDer(ui8 what, ui32 val)
  128. {
  129. switch (what)
  130. {
  131. case ObjProperty::OWNER: //change owner
  132. if (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR2
  133. || ID == Obj::CREATURE_GENERATOR3 || ID == Obj::CREATURE_GENERATOR4)
  134. {
  135. if (tempOwner != PlayerColor::NEUTRAL)
  136. {
  137. std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;
  138. dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));
  139. }
  140. if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral?
  141. cb->gameState()->players[PlayerColor(val)].dwellings.push_back (this);
  142. }
  143. break;
  144. case ObjProperty::AVAILABLE_CREATURE:
  145. creatures.resize(1);
  146. creatures[0].second.resize(1);
  147. creatures[0].second[0] = CreatureID(val);
  148. break;
  149. }
  150. }
  151. void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
  152. {
  153. if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres
  154. {
  155. InfoWindow iw;
  156. iw.player = h->tempOwner;
  157. iw.text.addTxt(MetaString::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week.
  158. iw.text.addReplacement(MetaString::OBJ_NAMES, ID);
  159. cb->sendAndApply(&iw);
  160. return;
  161. }
  162. PlayerRelations::PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );
  163. if ( relations == PlayerRelations::ALLIES )
  164. return;//do not allow recruiting or capturing
  165. if( !relations && stacksCount() > 0) //object is guarded, owned by enemy
  166. {
  167. BlockingDialog bd(true,false);
  168. bd.player = h->tempOwner;
  169. bd.text.addTxt(MetaString::GENERAL_TXT, 421); //Much to your dismay, the %s is guarded by %s %s. Do you wish to fight the guards?
  170. bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
  171. bd.text.addReplacement(MetaString::ARRAY_TXT, 173 + Slots().begin()->second->getQuantityID()*3);
  172. bd.text.addReplacement(*Slots().begin()->second);
  173. cb->showBlockingDialog(&bd);
  174. return;
  175. }
  176. // TODO this shouldn't be hardcoded
  177. if(!relations && ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP)
  178. {
  179. cb->setOwner(this, h->tempOwner);
  180. }
  181. BlockingDialog bd (true,false);
  182. bd.player = h->tempOwner;
  183. if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4)
  184. {
  185. bd.text.addTxt(MetaString::ADVOB_TXT, ID == Obj::CREATURE_GENERATOR1 ? 35 : 36); //{%s} Would you like to recruit %s? / {%s} Would you like to recruit %s, %s, %s, or %s?
  186. bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
  187. for(auto & elem : creatures)
  188. bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
  189. }
  190. else if(ID == Obj::REFUGEE_CAMP)
  191. {
  192. bd.text.addTxt(MetaString::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
  193. bd.text.addReplacement(MetaString::OBJ_NAMES, ID);
  194. for(auto & elem : creatures)
  195. bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
  196. }
  197. else if(ID == Obj::WAR_MACHINE_FACTORY)
  198. bd.text.addTxt(MetaString::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?
  199. else
  200. throw std::runtime_error("Illegal dwelling!");
  201. cb->showBlockingDialog(&bd);
  202. }
  203. void CGDwelling::newTurn(CRandomGenerator & rand) const
  204. {
  205. if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week
  206. return;
  207. //town growths and War Machines Factories are handled separately
  208. if(ID == Obj::TOWN || ID == Obj::WAR_MACHINE_FACTORY)
  209. return;
  210. if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature
  211. {
  212. cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster(rand));
  213. }
  214. bool change = false;
  215. SetAvailableCreatures sac;
  216. sac.creatures = creatures;
  217. sac.tid = id;
  218. for (size_t i = 0; i < creatures.size(); i++)
  219. {
  220. if(creatures[i].second.size())
  221. {
  222. CCreature *cre = VLC->creh->creatures[creatures[i].second[0]];
  223. TQuantity amount = cre->growth * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
  224. if (VLC->modh->settings.DWELLINGS_ACCUMULATE_CREATURES && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures
  225. sac.creatures[i].first += amount;
  226. else
  227. sac.creatures[i].first = amount;
  228. change = true;
  229. }
  230. }
  231. if(change)
  232. cb->sendAndApply(&sac);
  233. updateGuards();
  234. }
  235. void CGDwelling::updateGuards() const
  236. {
  237. //TODO: store custom guard config and use it
  238. //TODO: store boolean flag for guards
  239. bool guarded = false;
  240. //default condition - creatures are of level 5 or higher
  241. for (auto creatureEntry : creatures)
  242. {
  243. if (VLC->creh->creatures[creatureEntry.second.at(0)]->level >= 5 && ID != Obj::REFUGEE_CAMP)
  244. {
  245. guarded = true;
  246. break;
  247. }
  248. }
  249. if (guarded)
  250. {
  251. for (auto creatureEntry : creatures)
  252. {
  253. const CCreature * crea = VLC->creh->creatures[creatureEntry.second.at(0)];
  254. SlotID slot = getSlotFor(crea->idNumber);
  255. if (hasStackAtSlot(slot)) //stack already exists, overwrite it
  256. {
  257. ChangeStackCount csc;
  258. csc.army = this->id;
  259. csc.slot = slot;
  260. csc.count = crea->growth * 3;
  261. csc.absoluteValue = true;
  262. cb->sendAndApply(&csc);
  263. }
  264. else //slot is empty, create whole new stack
  265. {
  266. InsertNewStack ns;
  267. ns.army = this->id;
  268. ns.slot = slot;
  269. ns.type = crea->idNumber;
  270. ns.count = crea->growth * 3;
  271. cb->sendAndApply(&ns);
  272. }
  273. }
  274. }
  275. }
  276. void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
  277. {
  278. CreatureID crid = creatures[0].second[0];
  279. CCreature *crs = VLC->creh->creatures[crid];
  280. TQuantity count = creatures[0].first;
  281. if(crs->level == 1 && ID != Obj::REFUGEE_CAMP) //first level - creatures are for free
  282. {
  283. if(count) //there are available creatures
  284. {
  285. SlotID slot = h->getSlotFor(crid);
  286. if(!slot.validSlot()) //no available slot
  287. {
  288. InfoWindow iw;
  289. iw.player = h->tempOwner;
  290. iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
  291. iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
  292. cb->showInfoDialog(&iw);
  293. }
  294. else //give creatures
  295. {
  296. SetAvailableCreatures sac;
  297. sac.tid = id;
  298. sac.creatures = creatures;
  299. sac.creatures[0].first = 0;
  300. InfoWindow iw;
  301. iw.player = h->tempOwner;
  302. iw.text.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army.
  303. iw.text.addReplacement(count);
  304. iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
  305. cb->showInfoDialog(&iw);
  306. cb->sendAndApply(&sac);
  307. cb->addToSlot(StackLocation(h, slot), crs, count);
  308. }
  309. }
  310. else //there no creatures
  311. {
  312. InfoWindow iw;
  313. iw.text.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit.
  314. iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
  315. iw.player = h->tempOwner;
  316. cb->sendAndApply(&iw);
  317. }
  318. }
  319. else
  320. {
  321. if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines
  322. {
  323. //there is 1 war machine available to recruit if hero doesn't have one
  324. SetAvailableCreatures sac;
  325. sac.tid = id;
  326. sac.creatures = creatures;
  327. sac.creatures[0].first = !h->getArt(ArtifactPosition::MACH1); //ballista
  328. sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent
  329. sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart
  330. cb->sendAndApply(&sac);
  331. }
  332. OpenWindow ow;
  333. ow.id1 = id.getNum();
  334. ow.id2 = h->id.getNum();
  335. ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP)
  336. ? OpenWindow::RECRUITMENT_FIRST
  337. : OpenWindow::RECRUITMENT_ALL;
  338. cb->sendAndApply(&ow);
  339. }
  340. }
  341. void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
  342. {
  343. if (result.winner == 0)
  344. {
  345. onHeroVisit(hero);
  346. }
  347. }
  348. void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
  349. {
  350. auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
  351. if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present
  352. {
  353. if(answer)
  354. cb->startBattleI(hero, this);
  355. }
  356. else if(answer)
  357. {
  358. heroAcceptsCreatures(hero);
  359. }
  360. }
  361. void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
  362. {
  363. if(!handler.saving)
  364. initRandomObjectInfo();
  365. switch (ID)
  366. {
  367. case Obj::WAR_MACHINE_FACTORY:
  368. case Obj::REFUGEE_CAMP:
  369. //do nothing
  370. break;
  371. case Obj::RANDOM_DWELLING:
  372. case Obj::RANDOM_DWELLING_LVL:
  373. case Obj::RANDOM_DWELLING_FACTION:
  374. info->serializeJson(handler);
  375. //fall through
  376. default:
  377. serializeJsonOwner(handler);
  378. break;
  379. }
  380. }
  381. int CGTownInstance::getSightRadius() const //returns sight distance
  382. {
  383. if (subID == ETownType::TOWER)
  384. {
  385. if (hasBuilt(BuildingID::GRAIL)) //skyship
  386. return -1; //entire map
  387. if (hasBuilt(BuildingID::LOOKOUT_TOWER)) //lookout tower
  388. return 20;
  389. }
  390. return 5;
  391. }
  392. void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
  393. {
  394. ///this is freakin' overcomplicated solution
  395. switch (what)
  396. {
  397. case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
  398. bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id.getNum());
  399. break;
  400. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  401. bonusingBuildings[val]->setProperty (ObjProperty::STRUCTURE_CLEAR_VISITORS, 0);
  402. break;
  403. case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
  404. bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id.getNum());
  405. break;
  406. case ObjProperty::BONUS_VALUE_FIRST:
  407. bonusValue.first = val;
  408. break;
  409. case ObjProperty::BONUS_VALUE_SECOND:
  410. bonusValue.second = val;
  411. break;
  412. }
  413. }
  414. CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
  415. {
  416. if (hasBuilt(BuildingID::CASTLE))
  417. return CASTLE;
  418. if (hasBuilt(BuildingID::CITADEL))
  419. return CITADEL;
  420. if (hasBuilt(BuildingID::FORT))
  421. return FORT;
  422. return NONE;
  423. }
  424. int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  425. {
  426. if (hasBuilt(BuildingID::CAPITOL))
  427. return 3;
  428. if (hasBuilt(BuildingID::CITY_HALL))
  429. return 2;
  430. if (hasBuilt(BuildingID::TOWN_HALL))
  431. return 1;
  432. if (hasBuilt(BuildingID::VILLAGE_HALL))
  433. return 0;
  434. return -1;
  435. }
  436. int CGTownInstance::mageGuildLevel() const
  437. {
  438. if (hasBuilt(BuildingID::MAGES_GUILD_5))
  439. return 5;
  440. if (hasBuilt(BuildingID::MAGES_GUILD_4))
  441. return 4;
  442. if (hasBuilt(BuildingID::MAGES_GUILD_3))
  443. return 3;
  444. if (hasBuilt(BuildingID::MAGES_GUILD_2))
  445. return 2;
  446. if (hasBuilt(BuildingID::MAGES_GUILD_1))
  447. return 1;
  448. return 0;
  449. }
  450. int CGTownInstance::getHordeLevel(const int & HID) const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  451. {
  452. return town->hordeLvl.at(HID);
  453. }
  454. int CGTownInstance::creatureGrowth(const int & level) const
  455. {
  456. return getGrowthInfo(level).totalGrowth();
  457. }
  458. GrowthInfo CGTownInstance::getGrowthInfo(int level) const
  459. {
  460. GrowthInfo ret;
  461. if (level<0 || level >=GameConstants::CREATURES_PER_TOWN)
  462. return ret;
  463. if (creatures[level].second.empty())
  464. return ret; //no dwelling
  465. const CCreature *creature = VLC->creh->creatures[creatures[level].second.back()];
  466. const int base = creature->growth;
  467. int castleBonus = 0;
  468. ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[590], base));// \n\nBasic growth %d"
  469. if (hasBuilt(BuildingID::CASTLE))
  470. ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CASTLE, castleBonus = base));
  471. else if (hasBuilt(BuildingID::CITADEL))
  472. ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CITADEL, castleBonus = base / 2));
  473. if(town->hordeLvl.at(0) == level)//horde 1
  474. if(hasBuilt(BuildingID::HORDE_1))
  475. ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_1, creature->hordeGrowth));
  476. if(town->hordeLvl.at(1) == level)//horde 2
  477. if(hasBuilt(BuildingID::HORDE_2))
  478. ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_2, creature->hordeGrowth));
  479. int dwellingBonus = 0;
  480. if(const PlayerState *p = cb->getPlayer(tempOwner, false))
  481. {
  482. dwellingBonus = getDwellingBonus(creatures[level].second, p->dwellings);
  483. }
  484. if(dwellingBonus)
  485. ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[591], dwellingBonus));// \nExternal dwellings %+d
  486. //other *-of-legion-like bonuses (%d to growth cumulative with grail)
  487. TConstBonusListPtr bonuses = getBonuses(Selector::type(Bonus::CREATURE_GROWTH).And(Selector::subtype(level)));
  488. for(const auto & b : *bonuses)
  489. ret.entries.push_back(GrowthInfo::Entry(b->val, b->Description()));
  490. //statue-of-legion-like bonus: % to base+castle
  491. TConstBonusListPtr bonuses2 = getBonuses(Selector::type(Bonus::CREATURE_GROWTH_PERCENT));
  492. for(const auto & b : *bonuses2)
  493. ret.entries.push_back(GrowthInfo::Entry(b->val * (base + castleBonus) / 100, b->Description()));
  494. if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth
  495. ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::GRAIL, ret.totalGrowth() / 2));
  496. return ret;
  497. }
  498. int CGTownInstance::getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<ConstTransitivePtr<CGDwelling> >& dwellings) const
  499. {
  500. int totalBonus = 0;
  501. for (const auto& dwelling : dwellings)
  502. {
  503. for (const auto& creature : dwelling->creatures)
  504. {
  505. totalBonus += vstd::contains(creatureIds, creature.second[0]) ? 1 : 0;
  506. }
  507. }
  508. return totalBonus;
  509. }
  510. TResources CGTownInstance::dailyIncome() const
  511. {
  512. TResources ret;
  513. for (auto & p : town->buildings)
  514. {
  515. BuildingID buildingUpgrade;
  516. for (auto & p2 : town->buildings)
  517. {
  518. if (p2.second->upgrade == p.first)
  519. {
  520. buildingUpgrade = p2.first;
  521. }
  522. }
  523. if (!hasBuilt(buildingUpgrade)&&(hasBuilt(p.first)))
  524. {
  525. ret += p.second->produce;
  526. }
  527. }
  528. return ret;
  529. }
  530. bool CGTownInstance::hasFort() const
  531. {
  532. return hasBuilt(BuildingID::FORT);
  533. }
  534. bool CGTownInstance::hasCapitol() const
  535. {
  536. return hasBuilt(BuildingID::CAPITOL);
  537. }
  538. CGTownInstance::CGTownInstance()
  539. :CGDwelling(), IShipyard(this), IMarket(this), town(nullptr), builded(0), destroyed(0), identifier(0), alignment(0xff)
  540. {
  541. }
  542. CGTownInstance::~CGTownInstance()
  543. {
  544. for (auto & elem : bonusingBuildings)
  545. delete elem;
  546. }
  547. int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const
  548. {
  549. if(checkGuild && mageGuildLevel() < level)
  550. return 0;
  551. int ret = 6 - level; //how many spells are available at this level
  552. if (hasBuilt(BuildingID::LIBRARY, ETownType::TOWER))
  553. ret++;
  554. return ret;
  555. }
  556. bool CGTownInstance::needsLastStack() const
  557. {
  558. if(garrisonHero)
  559. return true;
  560. else return false;
  561. }
  562. void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
  563. {
  564. if( !cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ))//if this is enemy
  565. {
  566. if(armedGarrison() || visitingHero)
  567. {
  568. const CGHeroInstance *defendingHero = nullptr;
  569. const CArmedInstance *defendingArmy = this;
  570. if(visitingHero)
  571. defendingHero = visitingHero;
  572. else if(garrisonHero)
  573. defendingHero = garrisonHero;
  574. if(defendingHero)
  575. defendingArmy = defendingHero;
  576. bool outsideTown = (defendingHero == visitingHero && garrisonHero);
  577. //"borrowing" army from garrison to visiting hero
  578. if(!outsideTown && armedGarrison() &&
  579. visitingHero && defendingHero == visitingHero)
  580. {
  581. mergeGarrisonOnSiege();
  582. }
  583. cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (outsideTown ? nullptr : this));
  584. }
  585. else
  586. {
  587. cb->setOwner(this, h->tempOwner);
  588. if(cb->gameState()->getPlayerStatus(h->getOwner()) == EPlayerStatus::WINNER)
  589. {
  590. return; //we just won game, we do not need to perform any extra actions
  591. //TODO: check how does H3 behave, visiting town on victory can affect campaigns (spells learned, +1 stat building visited)
  592. }
  593. removeCapitols(h->getOwner());
  594. cb->heroVisitCastle(this, h);
  595. }
  596. }
  597. else if(h->visitablePos() == visitablePos())
  598. {
  599. bool commander_recover = h->commander && !h->commander->alive;
  600. if (commander_recover) // rise commander from dead
  601. {
  602. SetCommanderProperty scp;
  603. scp.heroid = h->id;
  604. scp.which = SetCommanderProperty::ALIVE;
  605. scp.amount = 1;
  606. cb->sendAndApply(&scp);
  607. }
  608. cb->heroVisitCastle(this, h);
  609. // TODO(vmarkovtsev): implement payment for rising the commander
  610. if (commander_recover) // info window about commander
  611. {
  612. InfoWindow iw;
  613. iw.player = h->tempOwner;
  614. iw.text << h->commander->getName();
  615. iw.components.push_back(Component(*h->commander));
  616. cb->showInfoDialog(&iw);
  617. }
  618. }
  619. else
  620. {
  621. logGlobal->error("%s visits allied town of %s from different pos?", h->name, name);
  622. }
  623. }
  624. void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const
  625. {
  626. //FIXME: find out why this issue appears on random maps
  627. if(visitingHero == h)
  628. {
  629. cb->stopHeroVisitCastle(this, h);
  630. logGlobal->trace("%s correctly left town %s", h->name, name);
  631. }
  632. else
  633. logGlobal->warn("Warning, %s tries to leave the town %s but hero is not inside.", h->name, name);
  634. }
  635. std::string CGTownInstance::getObjectName() const
  636. {
  637. return name + ", " + town->faction->name;
  638. }
  639. void CGTownInstance::initObj(CRandomGenerator & rand)
  640. ///initialize town structures
  641. {
  642. blockVisit = true;
  643. if (subID == ETownType::DUNGEON)
  644. creatures.resize(GameConstants::CREATURES_PER_TOWN+1);//extra dwelling for Dungeon
  645. else
  646. creatures.resize(GameConstants::CREATURES_PER_TOWN);
  647. for (int level = 0; level < GameConstants::CREATURES_PER_TOWN; level++)
  648. {
  649. BuildingID buildID = BuildingID(BuildingID::DWELL_FIRST).advance(level);
  650. int upgradeNum = 0;
  651. for (; town->buildings.count(buildID); upgradeNum++, buildID.advance(GameConstants::CREATURES_PER_TOWN))
  652. {
  653. if (hasBuilt(buildID) && town->creatures.at(level).size() > upgradeNum)
  654. creatures[level].second.push_back(town->creatures[level][upgradeNum]);
  655. }
  656. }
  657. switch (subID)
  658. { //add new visitable objects
  659. case ETownType::CASTLE:
  660. bonusingBuildings.push_back (new COPWBonus(BuildingID::STABLES, this));
  661. break;
  662. case ETownType::DUNGEON:
  663. bonusingBuildings.push_back (new COPWBonus(BuildingID::MANA_VORTEX, this));
  664. FALLTHROUGH
  665. case ETownType::TOWER: case ETownType::INFERNO: case ETownType::STRONGHOLD:
  666. bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_4, this));
  667. break;
  668. case ETownType::FORTRESS:
  669. bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_1, this));
  670. break;
  671. }
  672. //add special bonuses from buildings
  673. recreateBuildingsBonuses();
  674. updateAppearance();
  675. }
  676. void CGTownInstance::newTurn(CRandomGenerator & rand) const
  677. {
  678. if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week
  679. {
  680. //give resources for Rampart, Mystic Pond
  681. if (hasBuilt(BuildingID::MYSTIC_POND, ETownType::RAMPART)
  682. && cb->getDate(Date::DAY) != 1 && (tempOwner < PlayerColor::PLAYER_LIMIT))
  683. {
  684. int resID = rand.nextInt(2, 5); //bonus to random rare resource
  685. resID = (resID==2)?1:resID;
  686. int resVal = rand.nextInt(1, 4);//with size 1..4
  687. cb->giveResource(tempOwner, static_cast<Res::ERes>(resID), resVal);
  688. cb->setObjProperty (id, ObjProperty::BONUS_VALUE_FIRST, resID);
  689. cb->setObjProperty (id, ObjProperty::BONUS_VALUE_SECOND, resVal);
  690. }
  691. if ( subID == ETownType::DUNGEON )
  692. for (auto & elem : bonusingBuildings)
  693. {
  694. if ((elem)->ID == BuildingID::MANA_VORTEX)
  695. cb->setObjProperty (id, ObjProperty::STRUCTURE_CLEAR_VISITORS, (elem)->id); //reset visitors for Mana Vortex
  696. }
  697. //get Mana Vortex or Stables bonuses
  698. //same code is in the CGameHandler::buildStructure method
  699. if (visitingHero != nullptr)
  700. cb->visitCastleObjects(this, visitingHero);
  701. if (garrisonHero != nullptr)
  702. cb->visitCastleObjects(this, garrisonHero);
  703. if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
  704. {
  705. std::vector<SlotID> nativeCrits; //slots
  706. for (auto & elem : Slots())
  707. {
  708. if (elem.second->type->faction == subID) //native
  709. {
  710. nativeCrits.push_back(elem.first); //collect matching slots
  711. }
  712. }
  713. if (nativeCrits.size())
  714. {
  715. SlotID pos = *RandomGeneratorUtil::nextItem(nativeCrits, rand);
  716. StackLocation sl(this, pos);
  717. const CCreature *c = getCreature(pos);
  718. if (rand.nextInt(99) < 90 || c->upgrades.empty()) //increase number if no upgrade available
  719. {
  720. cb->changeStackCount(sl, c->growth);
  721. }
  722. else //upgrade
  723. {
  724. cb->changeStackType(sl, VLC->creh->creatures[*c->upgrades.begin()]);
  725. }
  726. }
  727. if ((stacksCount() < GameConstants::ARMY_SIZE && rand.nextInt(99) < 25) || Slots().empty()) //add new stack
  728. {
  729. int i = rand.nextInt(std::min(GameConstants::CREATURES_PER_TOWN, cb->getDate(Date::MONTH) << 1) - 1);
  730. if (!town->creatures[i].empty())
  731. {
  732. CreatureID c = town->creatures[i][0];
  733. SlotID n;
  734. TQuantity count = creatureGrowth(i);
  735. if (!count) // no dwelling
  736. count = VLC->creh->creatures[c]->growth;
  737. {//no lower tiers or above current month
  738. if ((n = getSlotFor(c)).validSlot())
  739. {
  740. StackLocation sl(this, n);
  741. if (slotEmpty(n))
  742. cb->insertNewStack(sl, VLC->creh->creatures[c], count);
  743. else //add to existing
  744. cb->changeStackCount(sl, count);
  745. }
  746. }
  747. }
  748. }
  749. }
  750. }
  751. }
  752. /*
  753. int3 CGTownInstance::getSightCenter() const
  754. {
  755. return pos - int3(2,0,0);
  756. }
  757. */
  758. bool CGTownInstance::passableFor(PlayerColor color) const
  759. {
  760. if (!armedGarrison())//empty castle - anyone can visit
  761. return true;
  762. if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit
  763. return false;
  764. return cb->getPlayerRelations(tempOwner, color) != PlayerRelations::ENEMIES;
  765. }
  766. void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const
  767. {
  768. offsets = {int3(-1,2,0), int3(-3,2,0)};
  769. }
  770. void CGTownInstance::mergeGarrisonOnSiege() const
  771. {
  772. auto getWeakestStackSlot = [&](int powerLimit)
  773. {
  774. std::vector<SlotID> weakSlots;
  775. auto stacksList = visitingHero->stacks;
  776. std::pair<SlotID, CStackInstance *> pair;
  777. while(stacksList.size())
  778. {
  779. pair = *vstd::minElementByFun(stacksList, [&](std::pair<SlotID, CStackInstance *> elem)
  780. {
  781. return elem.second->getPower();
  782. });
  783. if(powerLimit > pair.second->getPower() &&
  784. (weakSlots.empty() || pair.second->getPower() == visitingHero->getStack(weakSlots.front()).getPower()))
  785. {
  786. weakSlots.push_back(pair.first);
  787. stacksList.erase(pair.first);
  788. }
  789. else
  790. break;
  791. }
  792. if(weakSlots.size())
  793. return *std::max_element(weakSlots.begin(), weakSlots.end());
  794. return SlotID();
  795. };
  796. int count = stacks.size();
  797. for(int i = 0; i < count; i++)
  798. {
  799. auto pair = *vstd::maxElementByFun(stacks, [&](std::pair<SlotID, CStackInstance *> elem)
  800. {
  801. ui64 power = elem.second->getPower();
  802. auto dst = visitingHero->getSlotFor(elem.second->getCreatureID());
  803. if(dst.validSlot() && visitingHero->hasStackAtSlot(dst))
  804. power += visitingHero->getStack(dst).getPower();
  805. return power;
  806. });
  807. auto dst = visitingHero->getSlotFor(pair.second->getCreatureID());
  808. if(dst.validSlot())
  809. cb->moveStack(StackLocation(this, pair.first), StackLocation(visitingHero, dst), -1);
  810. else
  811. {
  812. dst = getWeakestStackSlot(pair.second->getPower());
  813. if(dst.validSlot())
  814. cb->swapStacks(StackLocation(this, pair.first), StackLocation(visitingHero, dst));
  815. }
  816. }
  817. }
  818. void CGTownInstance::removeCapitols (PlayerColor owner) const
  819. {
  820. if (hasCapitol()) // search if there's an older capitol
  821. {
  822. PlayerState* state = cb->gameState()->getPlayer (owner); //get all towns owned by player
  823. for (auto i = state->towns.cbegin(); i < state->towns.cend(); ++i)
  824. {
  825. if (*i != this && (*i)->hasCapitol())
  826. {
  827. RazeStructures rs;
  828. rs.tid = id;
  829. rs.bid.insert(BuildingID::CAPITOL);
  830. rs.destroyed = destroyed;
  831. cb->sendAndApply(&rs);
  832. return;
  833. }
  834. }
  835. }
  836. }
  837. void CGTownInstance::clearArmy() const
  838. {
  839. while(!stacks.empty())
  840. {
  841. cb->eraseStack(StackLocation(this, stacks.begin()->first));
  842. }
  843. }
  844. int CGTownInstance::getBoatType() const
  845. {
  846. switch (town->faction->alignment)
  847. {
  848. case EAlignment::EVIL : return 0;
  849. case EAlignment::GOOD : return 1;
  850. case EAlignment::NEUTRAL : return 2;
  851. }
  852. assert(0);
  853. return -1;
  854. }
  855. int CGTownInstance::getMarketEfficiency() const
  856. {
  857. if (!hasBuilt(BuildingID::MARKETPLACE))
  858. return 0;
  859. const PlayerState *p = cb->getPlayer(tempOwner);
  860. assert(p);
  861. int marketCount = 0;
  862. for(const CGTownInstance *t : p->towns)
  863. if(t->hasBuilt(BuildingID::MARKETPLACE))
  864. marketCount++;
  865. return marketCount;
  866. }
  867. bool CGTownInstance::allowsTrade(EMarketMode::EMarketMode mode) const
  868. {
  869. switch(mode)
  870. {
  871. case EMarketMode::RESOURCE_RESOURCE:
  872. case EMarketMode::RESOURCE_PLAYER:
  873. return hasBuilt(BuildingID::MARKETPLACE);
  874. case EMarketMode::ARTIFACT_RESOURCE:
  875. case EMarketMode::RESOURCE_ARTIFACT:
  876. return hasBuilt(BuildingID::ARTIFACT_MERCHANT, ETownType::TOWER)
  877. || hasBuilt(BuildingID::ARTIFACT_MERCHANT, ETownType::DUNGEON)
  878. || hasBuilt(BuildingID::ARTIFACT_MERCHANT, ETownType::CONFLUX);
  879. case EMarketMode::CREATURE_RESOURCE:
  880. return hasBuilt(BuildingID::FREELANCERS_GUILD, ETownType::STRONGHOLD);
  881. case EMarketMode::CREATURE_UNDEAD:
  882. return hasBuilt(BuildingID::SKELETON_TRANSFORMER, ETownType::NECROPOLIS);
  883. case EMarketMode::RESOURCE_SKILL:
  884. return hasBuilt(BuildingID::MAGIC_UNIVERSITY, ETownType::CONFLUX);
  885. default:
  886. assert(0);
  887. return false;
  888. }
  889. }
  890. std::vector<int> CGTownInstance::availableItemsIds(EMarketMode::EMarketMode mode) const
  891. {
  892. if(mode == EMarketMode::RESOURCE_ARTIFACT)
  893. {
  894. std::vector<int> ret;
  895. for(const CArtifact *a : merchantArtifacts)
  896. if(a)
  897. ret.push_back(a->id);
  898. else
  899. ret.push_back(-1);
  900. return ret;
  901. }
  902. else if ( mode == EMarketMode::RESOURCE_SKILL )
  903. {
  904. return universitySkills;
  905. }
  906. else
  907. return IMarket::availableItemsIds(mode);
  908. }
  909. void CGTownInstance::setType(si32 ID, si32 subID)
  910. {
  911. assert(ID == Obj::TOWN); // just in case
  912. CGObjectInstance::setType(ID, subID);
  913. town = VLC->townh->factions[subID]->town;
  914. randomizeArmy(subID);
  915. updateAppearance();
  916. }
  917. void CGTownInstance::updateAppearance()
  918. {
  919. //FIXME: not the best way to do this
  920. auto app = VLC->objtypeh->getHandlerFor(ID, subID)->getOverride(cb->gameState()->getTile(visitablePos())->terType, this);
  921. if (app)
  922. appearance = app.get();
  923. }
  924. std::string CGTownInstance::nodeName() const
  925. {
  926. return "Town (" + (town ? town->faction->name : "unknown") + ") of " + name;
  927. }
  928. void CGTownInstance::deserializationFix()
  929. {
  930. attachTo(&townAndVis);
  931. //Hero is already handled by CGameState::attachArmedObjects
  932. // if(visitingHero)
  933. // visitingHero->attachTo(&townAndVis);
  934. // if(garrisonHero)
  935. // garrisonHero->attachTo(this);
  936. }
  937. void CGTownInstance::updateMoraleBonusFromArmy()
  938. {
  939. auto b = getExportedBonusList().getFirst(Selector::sourceType(Bonus::ARMY).And(Selector::type(Bonus::MORALE)));
  940. if(!b)
  941. {
  942. b = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);
  943. addNewBonus(b);
  944. }
  945. if (garrisonHero)
  946. {
  947. b->val = 0;
  948. CBonusSystemNode::treeHasChanged();
  949. }
  950. else
  951. CArmedInstance::updateMoraleBonusFromArmy();
  952. }
  953. void CGTownInstance::recreateBuildingsBonuses()
  954. {
  955. static TPropagatorPtr playerProp(new CPropagatorNodeType(PLAYER));
  956. BonusList bl;
  957. getExportedBonusList().getBonuses(bl, Selector::sourceType(Bonus::TOWN_STRUCTURE));
  958. for(auto b : bl)
  959. removeBonus(b);
  960. //tricky! -> checks tavern only if no bratherhood of sword or not a castle
  961. if(subID != ETownType::CASTLE || !addBonusIfBuilt(BuildingID::BROTHERHOOD, Bonus::MORALE, +2))
  962. addBonusIfBuilt(BuildingID::TAVERN, Bonus::MORALE, +1);
  963. if(subID == ETownType::CASTLE) //castle
  964. {
  965. addBonusIfBuilt(BuildingID::LIGHTHOUSE, Bonus::SEA_MOVEMENT, +500, playerProp);
  966. addBonusIfBuilt(BuildingID::GRAIL, Bonus::MORALE, +2, playerProp); //colossus
  967. }
  968. else if(subID == ETownType::RAMPART) //rampart
  969. {
  970. addBonusIfBuilt(BuildingID::FOUNTAIN_OF_FORTUNE, Bonus::LUCK, +2); //fountain of fortune
  971. addBonusIfBuilt(BuildingID::GRAIL, Bonus::LUCK, +2, playerProp); //guardian spirit
  972. }
  973. else if(subID == ETownType::TOWER) //tower
  974. {
  975. addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +15, PrimarySkill::KNOWLEDGE); //grail
  976. }
  977. else if(subID == ETownType::INFERNO) //Inferno
  978. {
  979. addBonusIfBuilt(BuildingID::STORMCLOUDS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER); //Brimstone Clouds
  980. }
  981. else if(subID == ETownType::NECROPOLIS) //necropolis
  982. {
  983. addBonusIfBuilt(BuildingID::COVER_OF_DARKNESS, Bonus::DARKNESS, +20);
  984. addBonusIfBuilt(BuildingID::NECROMANCY_AMPLIFIER, Bonus::SECONDARY_SKILL_PREMY, +10, playerProp, SecondarySkill::NECROMANCY); //necromancy amplifier
  985. addBonusIfBuilt(BuildingID::GRAIL, Bonus::SECONDARY_SKILL_PREMY, +20, playerProp, SecondarySkill::NECROMANCY); //Soul prison
  986. }
  987. else if(subID == ETownType::DUNGEON) //Dungeon
  988. {
  989. addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +12, PrimarySkill::SPELL_POWER); //grail
  990. }
  991. else if(subID == ETownType::STRONGHOLD) //Stronghold
  992. {
  993. addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +20, PrimarySkill::ATTACK); //grail
  994. }
  995. else if(subID == ETownType::FORTRESS) //Fortress
  996. {
  997. addBonusIfBuilt(BuildingID::GLYPHS_OF_FEAR, Bonus::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE); //Glyphs of Fear
  998. addBonusIfBuilt(BuildingID::BLOOD_OBELISK, Bonus::PRIMARY_SKILL, +2, PrimarySkill::ATTACK); //Blood Obelisk
  999. addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::ATTACK); //grail
  1000. addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::DEFENSE); //grail
  1001. }
  1002. else if(subID == ETownType::CONFLUX)
  1003. {
  1004. }
  1005. }
  1006. bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype)
  1007. {
  1008. static auto emptyPropagator = TPropagatorPtr();
  1009. return addBonusIfBuilt(building, type, val, emptyPropagator, subtype);
  1010. }
  1011. bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr & prop, int subtype)
  1012. {
  1013. if(hasBuilt(building))
  1014. {
  1015. std::ostringstream descr;
  1016. descr << town->buildings.at(building)->Name();
  1017. auto b = std::make_shared<Bonus>(Bonus::PERMANENT, type, Bonus::TOWN_STRUCTURE, val, building, descr.str(), subtype);
  1018. if(prop)
  1019. b->addPropagator(prop);
  1020. addNewBonus(b);
  1021. return true;
  1022. }
  1023. return false;
  1024. }
  1025. void CGTownInstance::setVisitingHero(CGHeroInstance *h)
  1026. {
  1027. //if (!(!!visitingHero == !h))
  1028. //{
  1029. // logGlobal->warn("Hero visiting town %s is %s ", name, (visitingHero.get() ? visitingHero->name : "NULL"));
  1030. // logGlobal->warn("New hero will be %s ", (h ? h->name : "NULL"));
  1031. //
  1032. //}
  1033. assert(!!visitingHero == !h);
  1034. if(h)
  1035. {
  1036. PlayerState *p = cb->gameState()->getPlayer(h->tempOwner);
  1037. assert(p);
  1038. h->detachFrom(p);
  1039. h->attachTo(&townAndVis);
  1040. visitingHero = h;
  1041. h->visitedTown = this;
  1042. h->inTownGarrison = false;
  1043. }
  1044. else
  1045. {
  1046. PlayerState *p = cb->gameState()->getPlayer(visitingHero->tempOwner);
  1047. visitingHero->visitedTown = nullptr;
  1048. visitingHero->detachFrom(&townAndVis);
  1049. visitingHero->attachTo(p);
  1050. visitingHero = nullptr;
  1051. }
  1052. }
  1053. void CGTownInstance::setGarrisonedHero(CGHeroInstance *h)
  1054. {
  1055. assert(!!garrisonHero == !h);
  1056. if(h)
  1057. {
  1058. PlayerState *p = cb->gameState()->getPlayer(h->tempOwner);
  1059. assert(p);
  1060. h->detachFrom(p);
  1061. h->attachTo(this);
  1062. garrisonHero = h;
  1063. h->visitedTown = this;
  1064. h->inTownGarrison = true;
  1065. }
  1066. else
  1067. {
  1068. PlayerState *p = cb->gameState()->getPlayer(garrisonHero->tempOwner);
  1069. garrisonHero->visitedTown = nullptr;
  1070. garrisonHero->inTownGarrison = false;
  1071. garrisonHero->detachFrom(this);
  1072. garrisonHero->attachTo(p);
  1073. garrisonHero = nullptr;
  1074. }
  1075. updateMoraleBonusFromArmy(); //avoid giving morale bonus for same army twice
  1076. }
  1077. bool CGTownInstance::armedGarrison() const
  1078. {
  1079. return stacksCount() || garrisonHero;
  1080. }
  1081. const CTown * CGTownInstance::getTown() const
  1082. {
  1083. if(ID == Obj::RANDOM_TOWN)
  1084. return VLC->townh->randomTown;
  1085. else
  1086. {
  1087. if(nullptr == town)
  1088. {
  1089. return VLC->townh->factions[subID]->town;
  1090. }
  1091. else
  1092. return town;
  1093. }
  1094. }
  1095. int CGTownInstance::getTownLevel() const
  1096. {
  1097. // count all buildings that are not upgrades
  1098. return boost::range::count_if(builtBuildings, [&](const BuildingID & build)
  1099. {
  1100. return town->buildings.at(build) && town->buildings.at(build)->upgrade == -1;
  1101. });
  1102. }
  1103. CBonusSystemNode * CGTownInstance::whatShouldBeAttached()
  1104. {
  1105. return &townAndVis;
  1106. }
  1107. const CArmedInstance * CGTownInstance::getUpperArmy() const
  1108. {
  1109. if(garrisonHero)
  1110. return garrisonHero;
  1111. return this;
  1112. }
  1113. bool CGTownInstance::hasBuilt(BuildingID buildingID, int townID) const
  1114. {
  1115. if (townID == town->faction->index || townID == ETownType::ANY)
  1116. return hasBuilt(buildingID);
  1117. return false;
  1118. }
  1119. TResources CGTownInstance::getBuildingCost(BuildingID buildingID) const
  1120. {
  1121. if (vstd::contains(town->buildings, buildingID))
  1122. return town->buildings.at(buildingID)->resources;
  1123. else
  1124. {
  1125. logGlobal->error("Town %s at %s has no possible building %d!", name, pos.toString(), buildingID.toEnum());
  1126. return TResources();
  1127. }
  1128. }
  1129. bool CGTownInstance::hasBuilt(BuildingID buildingID) const
  1130. {
  1131. return vstd::contains(builtBuildings, buildingID);
  1132. }
  1133. CBuilding::TRequired CGTownInstance::genBuildingRequirements(BuildingID buildID, bool deep) const
  1134. {
  1135. const CBuilding * building = town->buildings.at(buildID);
  1136. //TODO: find better solution to prevent infinite loops
  1137. std::set<BuildingID> processed;
  1138. std::function<CBuilding::TRequired::Variant(const BuildingID &)> dependTest =
  1139. [&](const BuildingID & id) -> CBuilding::TRequired::Variant
  1140. {
  1141. const CBuilding * build = town->buildings.at(id);
  1142. CBuilding::TRequired::OperatorAll requirements;
  1143. if (!hasBuilt(id))
  1144. {
  1145. if (deep)
  1146. requirements.expressions.push_back(id);
  1147. else
  1148. return id;
  1149. }
  1150. if(!vstd::contains(processed, id))
  1151. {
  1152. processed.insert(id);
  1153. if (build->upgrade != BuildingID::NONE)
  1154. requirements.expressions.push_back(dependTest(build->upgrade));
  1155. requirements.expressions.push_back(build->requirements.morph(dependTest));
  1156. }
  1157. return requirements;
  1158. };
  1159. CBuilding::TRequired::OperatorAll requirements;
  1160. if (building->upgrade != BuildingID::NONE)
  1161. {
  1162. const CBuilding * upgr = town->buildings.at(building->upgrade);
  1163. requirements.expressions.push_back(dependTest(upgr->bid));
  1164. processed.clear();
  1165. }
  1166. requirements.expressions.push_back(building->requirements.morph(dependTest));
  1167. CBuilding::TRequired::Variant variant(requirements);
  1168. CBuilding::TRequired ret(variant);
  1169. ret.minimize();
  1170. return ret;
  1171. }
  1172. void CGTownInstance::addHeroToStructureVisitors( const CGHeroInstance *h, si32 structureInstanceID ) const
  1173. {
  1174. if(visitingHero == h)
  1175. cb->setObjProperty(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors
  1176. else if(garrisonHero == h)
  1177. cb->setObjProperty(id, ObjProperty::STRUCTURE_ADD_GARRISONED_HERO, structureInstanceID); //then it must be garrisoned hero
  1178. else
  1179. {
  1180. //should never ever happen
  1181. logGlobal->error("Cannot add hero %s to visitors of structure # %d", h->name, structureInstanceID);
  1182. throw std::runtime_error("internal error");
  1183. }
  1184. }
  1185. void CGTownInstance::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
  1186. {
  1187. if(result.winner == 0)
  1188. {
  1189. clearArmy();
  1190. removeCapitols(hero->getOwner());
  1191. cb->setOwner (this, hero->tempOwner); //give control after checkout is done
  1192. FoWChange fw;
  1193. fw.player = hero->tempOwner;
  1194. fw.mode = 1;
  1195. cb->getTilesInRange(fw.tiles, getSightCenter(), getSightRadius(), tempOwner, 1);
  1196. cb->sendAndApply (&fw);
  1197. }
  1198. }
  1199. void CGTownInstance::afterAddToMap(CMap * map)
  1200. {
  1201. if(ID == Obj::TOWN)
  1202. map->towns.push_back(this);
  1203. }
  1204. void CGTownInstance::reset()
  1205. {
  1206. CGTownInstance::merchantArtifacts.clear();
  1207. CGTownInstance::universitySkills.clear();
  1208. }
  1209. void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  1210. {
  1211. CGObjectInstance::serializeJsonOwner(handler);
  1212. CCreatureSet::serializeJson(handler, "army", 7);
  1213. handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
  1214. handler.serializeString("name", name);
  1215. {
  1216. auto decodeBuilding = [this](const std::string & identifier) -> si32
  1217. {
  1218. auto rawId = VLC->modh->identifiers.getIdentifier("core", getTown()->getBuildingScope(), identifier);
  1219. if(rawId)
  1220. return rawId.get();
  1221. else
  1222. return -1;
  1223. };
  1224. auto encodeBuilding = [this](si32 index) -> std::string
  1225. {
  1226. return getTown()->buildings.at(BuildingID(index))->identifier;
  1227. };
  1228. const std::set<si32> standard = getTown()->getAllBuildings();//by default all buildings are allowed
  1229. JsonSerializeFormat::LICSet buildingsLIC(standard, decodeBuilding, encodeBuilding);
  1230. if(handler.saving)
  1231. {
  1232. bool customBuildings = false;
  1233. boost::logic::tribool hasFort(false);
  1234. for(const BuildingID id : forbiddenBuildings)
  1235. {
  1236. buildingsLIC.none.insert(id);
  1237. customBuildings = true;
  1238. }
  1239. for(const BuildingID id : builtBuildings)
  1240. {
  1241. if(id == BuildingID::DEFAULT)
  1242. continue;
  1243. const CBuilding * building = getTown()->buildings.at(id);
  1244. if(building->mode == CBuilding::BUILD_AUTO)
  1245. continue;
  1246. if(id == BuildingID::FORT)
  1247. hasFort = true;
  1248. buildingsLIC.all.insert(id);
  1249. customBuildings = true;
  1250. }
  1251. if(customBuildings)
  1252. handler.serializeLIC("buildings", buildingsLIC);
  1253. else
  1254. handler.serializeBool("hasFort",hasFort);
  1255. }
  1256. else
  1257. {
  1258. handler.serializeLIC("buildings", buildingsLIC);
  1259. builtBuildings.insert(BuildingID::VILLAGE_HALL);
  1260. if(buildingsLIC.none.empty() && buildingsLIC.all.empty())
  1261. {
  1262. builtBuildings.insert(BuildingID::DEFAULT);
  1263. bool hasFort = false;
  1264. handler.serializeBool("hasFort",hasFort);
  1265. if(hasFort)
  1266. builtBuildings.insert(BuildingID::FORT);
  1267. }
  1268. else
  1269. {
  1270. for(const si32 item : buildingsLIC.none)
  1271. forbiddenBuildings.insert(BuildingID(item));
  1272. for(const si32 item : buildingsLIC.all)
  1273. builtBuildings.insert(BuildingID(item));
  1274. }
  1275. }
  1276. }
  1277. {
  1278. std::vector<bool> standard = VLC->spellh->getDefaultAllowed();
  1279. JsonSerializeFormat::LIC spellsLIC(standard, SpellID::decode, SpellID::encode);
  1280. if(handler.saving)
  1281. {
  1282. for(SpellID id : possibleSpells)
  1283. spellsLIC.any[id.num] = true;
  1284. for(SpellID id : obligatorySpells)
  1285. spellsLIC.all[id.num] = true;
  1286. }
  1287. handler.serializeLIC("spells", spellsLIC);
  1288. if(!handler.saving)
  1289. {
  1290. possibleSpells.clear();
  1291. for(si32 idx = 0; idx < spellsLIC.any.size(); idx++)
  1292. {
  1293. if(spellsLIC.any[idx])
  1294. possibleSpells.push_back(SpellID(idx));
  1295. }
  1296. obligatorySpells.clear();
  1297. for(si32 idx = 0; idx < spellsLIC.all.size(); idx++)
  1298. {
  1299. if(spellsLIC.all[idx])
  1300. obligatorySpells.push_back(SpellID(idx));
  1301. }
  1302. }
  1303. }
  1304. }
  1305. COPWBonus::COPWBonus (BuildingID index, CGTownInstance *TOWN)
  1306. {
  1307. ID = index;
  1308. town = TOWN;
  1309. id = town->bonusingBuildings.size();
  1310. }
  1311. void COPWBonus::setProperty(ui8 what, ui32 val)
  1312. {
  1313. switch (what)
  1314. {
  1315. case ObjProperty::VISITORS:
  1316. visitors.insert(val);
  1317. break;
  1318. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  1319. visitors.clear();
  1320. break;
  1321. }
  1322. }
  1323. void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
  1324. {
  1325. ObjectInstanceID heroID = h->id;
  1326. if (town->hasBuilt(ID))
  1327. {
  1328. InfoWindow iw;
  1329. iw.player = h->tempOwner;
  1330. switch (town->subID)
  1331. {
  1332. case ETownType::CASTLE: //Stables
  1333. if (!h->hasBonusFrom(Bonus::OBJECT, Obj::STABLES)) //does not stack with advMap Stables
  1334. {
  1335. GiveBonus gb;
  1336. gb.bonus = Bonus(Bonus::ONE_WEEK, Bonus::LAND_MOVEMENT, Bonus::OBJECT, 600, 94, VLC->generaltexth->arraytxt[100]);
  1337. gb.id = heroID.getNum();
  1338. cb->giveHeroBonus(&gb);
  1339. SetMovePoints mp;
  1340. mp.val = 600;
  1341. mp.absolute = false;
  1342. mp.hid = heroID;
  1343. cb->setMovePoints(&mp);
  1344. iw.text << VLC->generaltexth->allTexts[580];
  1345. cb->showInfoDialog(&iw);
  1346. }
  1347. break;
  1348. case ETownType::DUNGEON: //Mana Vortex
  1349. if (visitors.empty())
  1350. {
  1351. if (h->mana < h->manaLimit() * 2)
  1352. cb->setManaPoints(heroID, 2 * h->manaLimit());
  1353. //TODO: investigate line below
  1354. //cb->setObjProperty (town->id, ObjProperty::VISITED, true);
  1355. iw.text << VLC->generaltexth->allTexts[579];
  1356. cb->showInfoDialog(&iw);
  1357. //extra visit penalty if hero alredy had double mana points (or even more?!)
  1358. town->addHeroToStructureVisitors(h, id);
  1359. }
  1360. break;
  1361. }
  1362. }
  1363. }
  1364. CTownBonus::CTownBonus (BuildingID index, CGTownInstance *TOWN)
  1365. {
  1366. ID = index;
  1367. town = TOWN;
  1368. id = town->bonusingBuildings.size();
  1369. }
  1370. void CTownBonus::setProperty (ui8 what, ui32 val)
  1371. {
  1372. if(what == ObjProperty::VISITORS)
  1373. visitors.insert(ObjectInstanceID(val));
  1374. }
  1375. void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
  1376. {
  1377. ObjectInstanceID heroID = h->id;
  1378. if (town->hasBuilt(ID) && visitors.find(heroID) == visitors.end())
  1379. {
  1380. InfoWindow iw;
  1381. PrimarySkill::PrimarySkill what = PrimarySkill::ATTACK;
  1382. int val=0, mid=0;
  1383. switch (ID)
  1384. {
  1385. case BuildingID::SPECIAL_4:
  1386. switch(town->subID)
  1387. {
  1388. case ETownType::TOWER: //wall
  1389. what = PrimarySkill::KNOWLEDGE;
  1390. val = 1;
  1391. mid = 581;
  1392. iw.components.push_back (Component(Component::PRIM_SKILL, 3, 1, 0));
  1393. break;
  1394. case ETownType::INFERNO: //order of fire
  1395. what = PrimarySkill::SPELL_POWER;
  1396. val = 1;
  1397. mid = 582;
  1398. iw.components.push_back (Component(Component::PRIM_SKILL, 2, 1, 0));
  1399. break;
  1400. case ETownType::STRONGHOLD://hall of Valhalla
  1401. what = PrimarySkill::ATTACK;
  1402. val = 1;
  1403. mid = 584;
  1404. iw.components.push_back (Component(Component::PRIM_SKILL, 0, 1, 0));
  1405. break;
  1406. case ETownType::DUNGEON://academy of battle scholars
  1407. what = PrimarySkill::EXPERIENCE;
  1408. val = h->calculateXp(1000);
  1409. mid = 583;
  1410. iw.components.push_back (Component(Component::EXPERIENCE, 0, val, 0));
  1411. break;
  1412. }
  1413. break;
  1414. case BuildingID::SPECIAL_1:
  1415. switch(town->subID)
  1416. {
  1417. case ETownType::FORTRESS: //cage of warlords
  1418. what = PrimarySkill::DEFENSE;
  1419. val = 1;
  1420. mid = 585;
  1421. iw.components.push_back (Component(Component::PRIM_SKILL, 1, 1, 0));
  1422. break;
  1423. }
  1424. break;
  1425. }
  1426. assert(mid);
  1427. iw.player = cb->getOwner(heroID);
  1428. iw.text << VLC->generaltexth->allTexts[mid];
  1429. cb->showInfoDialog(&iw);
  1430. cb->changePrimSkill (cb->getHero(heroID), what, val);
  1431. town->addHeroToStructureVisitors(h, id);
  1432. }
  1433. }
  1434. GrowthInfo::Entry::Entry(const std::string &format, int _count)
  1435. : count(_count)
  1436. {
  1437. description = boost::str(boost::format(format) % count);
  1438. }
  1439. GrowthInfo::Entry::Entry(int subID, BuildingID building, int _count)
  1440. : count(_count)
  1441. {
  1442. description = boost::str(boost::format("%s %+d") % VLC->townh->factions[subID]->town->buildings.at(building)->Name() % count);
  1443. }
  1444. GrowthInfo::Entry::Entry(int _count, const std::string &fullDescription)
  1445. : count(_count)
  1446. {
  1447. description = fullDescription;
  1448. }
  1449. CTownAndVisitingHero::CTownAndVisitingHero()
  1450. {
  1451. setNodeType(TOWN_AND_VISITOR);
  1452. }
  1453. int GrowthInfo::totalGrowth() const
  1454. {
  1455. int ret = 0;
  1456. for(const Entry &entry : entries)
  1457. ret += entry.count;
  1458. return ret;
  1459. }