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							- /*
 
-  * CGTownInstance.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "CGTownInstance.h"
 
- #include "CObjectClassesHandler.h"
 
- #include "../spells/CSpellHandler.h"
 
- #include "../NetPacks.h"
 
- #include "../CGeneralTextHandler.h"
 
- #include "../CModHandler.h"
 
- #include "../IGameCallback.h"
 
- #include "../CGameState.h"
 
- #include "../mapping/CMap.h"
 
- #include "../CPlayerState.h"
 
- #include "../serializer/JsonSerializeFormat.h"
 
- #include "../HeroBonus.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
 
- std::vector<int> CGTownInstance::universitySkills;
 
- CSpecObjInfo::CSpecObjInfo():
 
- 	owner(nullptr)
 
- {
 
- }
 
- CCreGenAsCastleInfo::CCreGenAsCastleInfo():
 
- 	CSpecObjInfo(),	asCastle(false),identifier(0)
 
- {
 
- }
 
- void CCreGenAsCastleInfo::serializeJson(JsonSerializeFormat & handler)
 
- {
 
- 	handler.serializeString("sameAsTown", instanceId);
 
- 	if(!handler.saving)
 
- 	{
 
- 		asCastle = !instanceId.empty();
 
- 		allowedFactions.clear();
 
- 	}
 
- 	if(!asCastle)
 
- 	{
 
- 		std::vector<bool> standard;
 
- 		standard.resize(VLC->townh->size(), true);
 
- 		JsonSerializeFormat::LIC allowedLIC(standard, &FactionID::decode, &FactionID::encode);
 
- 		allowedLIC.any = allowedFactions;
 
- 		handler.serializeLIC("allowedFactions", allowedLIC);
 
- 		if(!handler.saving)
 
- 		{
 
- 			allowedFactions = allowedLIC.any;
 
- 		}
 
- 	}
 
- }
 
- CCreGenLeveledInfo::CCreGenLeveledInfo():
 
- 	CSpecObjInfo(),
 
- 	minLevel(0), maxLevel(7)
 
- {
 
- }
 
- void CCreGenLeveledInfo::serializeJson(JsonSerializeFormat & handler)
 
- {
 
- 	handler.serializeInt("minLevel", minLevel, ui8(1));
 
- 	handler.serializeInt("maxLevel", maxLevel, ui8(7));
 
- 	if(!handler.saving)
 
- 	{
 
- 		//todo: safely allow any level > 7
 
- 		vstd::amax(minLevel, 1);
 
- 		vstd::amin(minLevel, 7);
 
- 		vstd::abetween(maxLevel, minLevel, 7);
 
- 	}
 
- }
 
- void CCreGenLeveledCastleInfo::serializeJson(JsonSerializeFormat & handler)
 
- {
 
- 	CCreGenAsCastleInfo::serializeJson(handler);
 
- 	CCreGenLeveledInfo::serializeJson(handler);
 
- }
 
- CGDwelling::CGDwelling():
 
- 	CArmedInstance()
 
- {
 
- 	info = nullptr;
 
- }
 
- CGDwelling::~CGDwelling()
 
- {
 
- 	vstd::clear_pointer(info);
 
- }
 
- void CGDwelling::initObj(CRandomGenerator & rand)
 
- {
 
- 	switch(ID)
 
- 	{
 
- 	case Obj::CREATURE_GENERATOR1:
 
- 	case Obj::CREATURE_GENERATOR4:
 
- 		{
 
- 			VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand);
 
- 			if (getOwner() != PlayerColor::NEUTRAL)
 
- 				cb->gameState()->players[getOwner()].dwellings.push_back (this);
 
- 			assert(!creatures.empty());
 
- 			assert(!creatures[0].second.empty());
 
- 			break;
 
- 		}
 
- 	case Obj::REFUGEE_CAMP:
 
- 		//is handled within newturn func
 
- 		break;
 
- 	case Obj::WAR_MACHINE_FACTORY:
 
- 		creatures.resize(3);
 
- 		creatures[0].second.push_back(CreatureID::BALLISTA);
 
- 		creatures[1].second.push_back(CreatureID::FIRST_AID_TENT);
 
- 		creatures[2].second.push_back(CreatureID::AMMO_CART);
 
- 		break;
 
- 	default:
 
- 		assert(0);
 
- 		break;
 
- 	}
 
- }
 
- void CGDwelling::initRandomObjectInfo()
 
- {
 
- 	vstd::clear_pointer(info);
 
- 	switch(ID)
 
- 	{
 
- 		case Obj::RANDOM_DWELLING: info = new CCreGenLeveledCastleInfo();
 
- 			break;
 
- 		case Obj::RANDOM_DWELLING_LVL: info = new CCreGenAsCastleInfo();
 
- 			break;
 
- 		case Obj::RANDOM_DWELLING_FACTION: info = new CCreGenLeveledInfo();
 
- 			break;
 
- 	}
 
- 	if(info)
 
- 		info->owner = this;
 
- }
 
- void CGDwelling::setPropertyDer(ui8 what, ui32 val)
 
- {
 
- 	switch (what)
 
- 	{
 
- 		case ObjProperty::OWNER: //change owner
 
- 			if (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR2
 
- 				|| ID == Obj::CREATURE_GENERATOR3 || ID == Obj::CREATURE_GENERATOR4)
 
- 			{
 
- 				if (tempOwner != PlayerColor::NEUTRAL)
 
- 				{
 
- 					std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;
 
- 					dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));
 
- 				}
 
- 				if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral?
 
- 					cb->gameState()->players[PlayerColor(val)].dwellings.push_back (this);
 
- 			}
 
- 			break;
 
- 		case ObjProperty::AVAILABLE_CREATURE:
 
- 			creatures.resize(1);
 
- 			creatures[0].second.resize(1);
 
- 			creatures[0].second[0] = CreatureID(val);
 
- 			break;
 
- 	}
 
- }
 
- void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
 
- {
 
- 	if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres
 
- 	{
 
- 		InfoWindow iw;
 
- 		iw.player = h->tempOwner;
 
- 		iw.text.addTxt(MetaString::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted.  Perhaps you should try next week.
 
- 		iw.text.addReplacement(MetaString::OBJ_NAMES, ID);
 
- 		cb->sendAndApply(&iw);
 
- 		return;
 
- 	}
 
- 	PlayerRelations::PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );
 
- 	if ( relations == PlayerRelations::ALLIES )
 
- 		return;//do not allow recruiting or capturing
 
- 	if( !relations  &&  stacksCount() > 0) //object is guarded, owned by enemy
 
- 	{
 
- 		BlockingDialog bd(true,false);
 
- 		bd.player = h->tempOwner;
 
- 		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?
 
- 		bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
 
- 		bd.text.addReplacement(MetaString::ARRAY_TXT, 173 + Slots().begin()->second->getQuantityID()*3);
 
- 		bd.text.addReplacement(*Slots().begin()->second);
 
- 		cb->showBlockingDialog(&bd);
 
- 		return;
 
- 	}
 
- 	// TODO this shouldn't be hardcoded
 
- 	if(!relations && ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP)
 
- 	{
 
- 		cb->setOwner(this, h->tempOwner);
 
- 	}
 
- 	BlockingDialog bd (true,false);
 
- 	bd.player = h->tempOwner;
 
- 	if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4)
 
- 	{
 
- 		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?
 
- 		bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
 
- 		for(auto & elem : creatures)
 
- 			bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
 
- 	}
 
- 	else if(ID == Obj::REFUGEE_CAMP)
 
- 	{
 
- 		bd.text.addTxt(MetaString::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
 
- 		bd.text.addReplacement(MetaString::OBJ_NAMES, ID);
 
- 		for(auto & elem : creatures)
 
- 			bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
 
- 	}
 
- 	else if(ID == Obj::WAR_MACHINE_FACTORY)
 
- 		bd.text.addTxt(MetaString::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?
 
- 	else
 
- 		throw std::runtime_error("Illegal dwelling!");
 
- 	cb->showBlockingDialog(&bd);
 
- }
 
- void CGDwelling::newTurn(CRandomGenerator & rand) const
 
- {
 
- 	if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week
 
- 		return;
 
- 	//town growths and War Machines Factories are handled separately
 
- 	if(ID == Obj::TOWN  ||  ID == Obj::WAR_MACHINE_FACTORY)
 
- 		return;
 
- 	if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature
 
- 	{
 
- 		cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster(rand));
 
- 	}
 
- 	bool change = false;
 
- 	SetAvailableCreatures sac;
 
- 	sac.creatures = creatures;
 
- 	sac.tid = id;
 
- 	for (size_t i = 0; i < creatures.size(); i++)
 
- 	{
 
- 		if(creatures[i].second.size())
 
- 		{
 
- 			CCreature *cre = VLC->creh->objects[creatures[i].second[0]];
 
- 			TQuantity amount = cre->growth * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
 
- 			if (VLC->modh->settings.DWELLINGS_ACCUMULATE_CREATURES && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures
 
- 				sac.creatures[i].first += amount;
 
- 			else
 
- 				sac.creatures[i].first = amount;
 
- 			change = true;
 
- 		}
 
- 	}
 
- 	if(change)
 
- 		cb->sendAndApply(&sac);
 
- 	updateGuards();
 
- }
 
- void CGDwelling::updateGuards() const
 
- {
 
- 	//TODO: store custom guard config and use it
 
- 	//TODO: store boolean flag for guards
 
- 	bool guarded = false;
 
- 	//default condition - creatures are of level 5 or higher
 
- 	for (auto creatureEntry : creatures)
 
- 	{
 
- 		if (VLC->creh->objects[creatureEntry.second.at(0)]->level >= 5 && ID != Obj::REFUGEE_CAMP)
 
- 		{
 
- 			guarded = true;
 
- 			break;
 
- 		}
 
- 	}
 
- 	if (guarded)
 
- 	{
 
- 		for (auto creatureEntry : creatures)
 
- 		{
 
- 			const CCreature * crea = VLC->creh->objects[creatureEntry.second.at(0)];
 
- 			SlotID slot = getSlotFor(crea->idNumber);
 
- 			if (hasStackAtSlot(slot)) //stack already exists, overwrite it
 
- 			{
 
- 				ChangeStackCount csc;
 
- 				csc.army = this->id;
 
- 				csc.slot = slot;
 
- 				csc.count = crea->growth * 3;
 
- 				csc.absoluteValue = true;
 
- 				cb->sendAndApply(&csc);
 
- 			}
 
- 			else //slot is empty, create whole new stack
 
- 			{
 
- 				InsertNewStack ns;
 
- 				ns.army = this->id;
 
- 				ns.slot = slot;
 
- 				ns.type = crea->idNumber;
 
- 				ns.count = crea->growth * 3;
 
- 				cb->sendAndApply(&ns);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
 
- {
 
- 	CreatureID crid = creatures[0].second[0];
 
- 	CCreature *crs = VLC->creh->objects[crid];
 
- 	TQuantity count = creatures[0].first;
 
- 	if(crs->level == 1  &&  ID != Obj::REFUGEE_CAMP) //first level - creatures are for free
 
- 	{
 
- 		if(count) //there are available creatures
 
- 		{
 
- 			SlotID slot = h->getSlotFor(crid);
 
- 			if(!slot.validSlot()) //no available slot
 
- 			{
 
- 				InfoWindow iw;
 
- 				iw.player = h->tempOwner;
 
- 				iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
 
- 				iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
 
- 				cb->showInfoDialog(&iw);
 
- 			}
 
- 			else //give creatures
 
- 			{
 
- 				SetAvailableCreatures sac;
 
- 				sac.tid = id;
 
- 				sac.creatures = creatures;
 
- 				sac.creatures[0].first = 0;
 
- 				InfoWindow iw;
 
- 				iw.player = h->tempOwner;
 
- 				iw.text.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army.
 
- 				iw.text.addReplacement(count);
 
- 				iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
 
- 				cb->showInfoDialog(&iw);
 
- 				cb->sendAndApply(&sac);
 
- 				cb->addToSlot(StackLocation(h, slot), crs, count);
 
- 			}
 
- 		}
 
- 		else //there no creatures
 
- 		{
 
- 			InfoWindow iw;
 
- 			iw.text.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit.
 
- 			iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
 
- 			iw.player = h->tempOwner;
 
- 			cb->sendAndApply(&iw);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines
 
- 		{
 
- 			//there is 1 war machine available to recruit if hero doesn't have one
 
- 			SetAvailableCreatures sac;
 
- 			sac.tid = id;
 
- 			sac.creatures = creatures;
 
- 			sac.creatures[0].first = !h->getArt(ArtifactPosition::MACH1); //ballista
 
- 			sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent
 
- 			sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart
 
- 			cb->sendAndApply(&sac);
 
- 		}
 
- 		OpenWindow ow;
 
- 		ow.id1 = id.getNum();
 
- 		ow.id2 = h->id.getNum();
 
- 		ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP)
 
- 			? OpenWindow::RECRUITMENT_FIRST
 
- 			: OpenWindow::RECRUITMENT_ALL;
 
- 		cb->sendAndApply(&ow);
 
- 	}
 
- }
 
- void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
 
- {
 
- 	if (result.winner == 0)
 
- 	{
 
- 		onHeroVisit(hero);
 
- 	}
 
- }
 
- void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
 
- {
 
- 	auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
 
- 	if(stacksCount() > 0  && relations == PlayerRelations::ENEMIES) //guards present
 
- 	{
 
- 		if(answer)
 
- 			cb->startBattleI(hero, this);
 
- 	}
 
- 	else if(answer)
 
- 	{
 
- 		heroAcceptsCreatures(hero);
 
- 	}
 
- }
 
- void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
 
- {
 
- 	if(!handler.saving)
 
- 		initRandomObjectInfo();
 
- 	switch (ID)
 
- 	{
 
- 	case Obj::WAR_MACHINE_FACTORY:
 
- 	case Obj::REFUGEE_CAMP:
 
- 		//do nothing
 
- 		break;
 
- 	case Obj::RANDOM_DWELLING:
 
- 	case Obj::RANDOM_DWELLING_LVL:
 
- 	case Obj::RANDOM_DWELLING_FACTION:
 
- 		info->serializeJson(handler);
 
- 		//fall through
 
- 	default:
 
- 		serializeJsonOwner(handler);
 
- 		break;
 
- 	}
 
- }
 
- int CGTownInstance::getSightRadius() const //returns sight distance
 
- {
 
- 	auto ret = CBuilding::HEIGHT_NO_TOWER;
 
- 	for(const auto & bid : builtBuildings)
 
- 	{
 
- 		if(bid.IsSpecialOrGrail())
 
- 		{
 
- 			auto height = town->buildings.at(bid)->height;
 
- 			if(ret < height)
 
- 				ret = height;
 
- 	}
 
- }
 
- 	return ret;
 
- }
 
- void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
 
- {
 
- ///this is freakin' overcomplicated solution
 
- 	switch (what)
 
- 	{
 
- 	case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
 
- 			bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id.getNum());
 
- 			break;
 
- 		case ObjProperty::STRUCTURE_CLEAR_VISITORS:
 
- 			bonusingBuildings[val]->setProperty (ObjProperty::STRUCTURE_CLEAR_VISITORS, 0);
 
- 			break;
 
- 		case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
 
- 			bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id.getNum());
 
- 			break;
 
- 		case ObjProperty::BONUS_VALUE_FIRST:
 
- 			bonusValue.first = val;
 
- 			break;
 
- 		case ObjProperty::BONUS_VALUE_SECOND:
 
- 			bonusValue.second = val;
 
- 			break;
 
- 	}
 
- }
 
- CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
 
- {
 
- 	if (hasBuilt(BuildingID::CASTLE))
 
- 		return CASTLE;
 
- 	if (hasBuilt(BuildingID::CITADEL))
 
- 		return CITADEL;
 
- 	if (hasBuilt(BuildingID::FORT))
 
- 		return FORT;
 
- 	return NONE;
 
- }
 
- int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
 
- {
 
- 	if (hasBuilt(BuildingID::CAPITOL))
 
- 		return 3;
 
- 	if (hasBuilt(BuildingID::CITY_HALL))
 
- 		return 2;
 
- 	if (hasBuilt(BuildingID::TOWN_HALL))
 
- 		return 1;
 
- 	if (hasBuilt(BuildingID::VILLAGE_HALL))
 
- 		return 0;
 
- 	return -1;
 
- }
 
- int CGTownInstance::mageGuildLevel() const
 
- {
 
- 	if (hasBuilt(BuildingID::MAGES_GUILD_5))
 
- 		return 5;
 
- 	if (hasBuilt(BuildingID::MAGES_GUILD_4))
 
- 		return 4;
 
- 	if (hasBuilt(BuildingID::MAGES_GUILD_3))
 
- 		return 3;
 
- 	if (hasBuilt(BuildingID::MAGES_GUILD_2))
 
- 		return 2;
 
- 	if (hasBuilt(BuildingID::MAGES_GUILD_1))
 
- 		return 1;
 
- 	return 0;
 
- }
 
- int CGTownInstance::getHordeLevel(const int & HID)  const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present
 
- {
 
- 	return town->hordeLvl.at(HID);
 
- }
 
- int CGTownInstance::creatureGrowth(const int & level) const
 
- {
 
- 	return getGrowthInfo(level).totalGrowth();
 
- }
 
- GrowthInfo CGTownInstance::getGrowthInfo(int level) const
 
- {
 
- 	GrowthInfo ret;
 
- 	if (level<0 || level >=GameConstants::CREATURES_PER_TOWN)
 
- 		return ret;
 
- 	if (creatures[level].second.empty())
 
- 		return ret; //no dwelling
 
- 	const CCreature *creature = VLC->creh->objects[creatures[level].second.back()];
 
- 	const int base = creature->growth;
 
- 	int castleBonus = 0;
 
- 	ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[590], base));// \n\nBasic growth %d"
 
- 	if (hasBuilt(BuildingID::CASTLE))
 
- 		ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CASTLE, castleBonus = base));
 
- 	else if (hasBuilt(BuildingID::CITADEL))
 
- 		ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CITADEL, castleBonus = base / 2));
 
- 	if(town->hordeLvl.at(0) == level)//horde 1
 
- 		if(hasBuilt(BuildingID::HORDE_1))
 
- 			ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_1, creature->hordeGrowth));
 
- 	if(town->hordeLvl.at(1) == level)//horde 2
 
- 		if(hasBuilt(BuildingID::HORDE_2))
 
- 			ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_2, creature->hordeGrowth));
 
- 	int dwellingBonus = 0;
 
- 	if(const PlayerState *p = cb->getPlayerState(tempOwner, false))
 
- 	{
 
- 		dwellingBonus = getDwellingBonus(creatures[level].second, p->dwellings);
 
- 	}
 
- 	if(dwellingBonus)
 
- 		ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[591], dwellingBonus));// \nExternal dwellings %+d
 
- 	//other *-of-legion-like bonuses (%d to growth cumulative with grail)
 
- 	TConstBonusListPtr bonuses = getBonuses(Selector::type()(Bonus::CREATURE_GROWTH).And(Selector::subtype()(level)));
 
- 	for(const auto & b : *bonuses)
 
- 		ret.entries.push_back(GrowthInfo::Entry(b->val, b->Description()));
 
- 	//statue-of-legion-like bonus: % to base+castle
 
- 	TConstBonusListPtr bonuses2 = getBonuses(Selector::type()(Bonus::CREATURE_GROWTH_PERCENT));
 
- 	for(const auto & b : *bonuses2)
 
- 		ret.entries.push_back(GrowthInfo::Entry(b->val * (base + castleBonus) / 100, b->Description()));
 
- 	if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth
 
- 		ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::GRAIL, ret.totalGrowth() / 2));
 
- 	return ret;
 
- }
 
- int CGTownInstance::getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<ConstTransitivePtr<CGDwelling> >& dwellings) const
 
- {
 
- 	int totalBonus = 0;
 
- 	for (const auto& dwelling : dwellings)
 
- 	{
 
- 		for (const auto& creature : dwelling->creatures)
 
- 		{
 
- 			totalBonus += vstd::contains(creatureIds, creature.second[0]) ? 1 : 0;
 
- 		}
 
- 	}
 
- 	return totalBonus;
 
- }
 
- TResources CGTownInstance::dailyIncome() const
 
- {
 
- 	TResources ret;
 
- 	for (auto & p : town->buildings)
 
- 	{
 
- 		BuildingID buildingUpgrade;
 
- 		for (auto & p2 : town->buildings)
 
- 		{
 
- 			if (p2.second->upgrade == p.first)
 
- 			{
 
- 				buildingUpgrade = p2.first;
 
- 			}
 
- 		}
 
- 		if (!hasBuilt(buildingUpgrade)&&(hasBuilt(p.first)))
 
- 		{
 
- 			ret += p.second->produce;
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- bool CGTownInstance::hasFort() const
 
- {
 
- 	return hasBuilt(BuildingID::FORT);
 
- }
 
- bool CGTownInstance::hasCapitol() const
 
- {
 
- 	return hasBuilt(BuildingID::CAPITOL);
 
- }
 
- CGTownInstance::CGTownInstance()
 
- 	:CGDwelling(), IShipyard(this), IMarket(this), town(nullptr), builded(0), destroyed(0), identifier(0), alignment(0xff)
 
- {
 
- 	this->setNodeType(CBonusSystemNode::TOWN);
 
- }
 
- CGTownInstance::~CGTownInstance()
 
- {
 
- 	for (auto & elem : bonusingBuildings)
 
- 		delete elem;
 
- }
 
- int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const
 
- {
 
- 	if(checkGuild && mageGuildLevel() < level)
 
- 		return 0;
 
- 	int ret = 6 - level; //how many spells are available at this level
 
- 	if (hasBuilt(BuildingSubID::LIBRARY))
 
- 		ret++;
 
- 	return ret;
 
- }
 
- bool CGTownInstance::needsLastStack() const
 
- {
 
- 	if(garrisonHero)
 
- 		return true;
 
- 	else return false;
 
- }
 
- void CGTownInstance::setOwner(const PlayerColor player) const
 
- {
 
- 	removeCapitols(player);
 
- 	cb->setOwner(this, player);
 
- }
 
- void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
 
- {
 
- 	if(!cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ))//if this is enemy
 
- 	{
 
- 		if(armedGarrison() || visitingHero)
 
- 		{
 
- 			const CGHeroInstance * defendingHero = visitingHero ? visitingHero : garrisonHero;
 
- 			const CArmedInstance * defendingArmy = defendingHero ? (CArmedInstance *)defendingHero : this;
 
- 			const bool isBattleOutside = isBattleOutsideTown(defendingHero);
 
- 			if(!isBattleOutside && visitingHero && defendingHero == visitingHero)
 
- 			{
 
- 				//we have two approaches to merge armies: mergeGarrisonOnSiege() and used in the CGameHandler::garrisonSwap(ObjectInstanceID tid)
 
- 				auto nodeSiege = defendingHero->whereShouldBeAttachedOnSiege(isBattleOutside);
 
- 				if(nodeSiege == (CBonusSystemNode *)this)
 
- 					cb->swapGarrisonOnSiege(this->id);
 
- 				const_cast<CGHeroInstance *>(defendingHero)->inTownGarrison = false; //hack to return visitor from garrison after battle
 
- 			}
 
- 			cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (isBattleOutside ? nullptr : this));
 
- 		}
 
- 		else
 
- 		{
 
- 			auto heroColor = h->getOwner();
 
- 			onTownCaptured(heroColor);
 
- 			if(cb->gameState()->getPlayerStatus(heroColor) == EPlayerStatus::WINNER)
 
- 			{
 
- 				return; //we just won game, we do not need to perform any extra actions
 
- 				//TODO: check how does H3 behave, visiting town on victory can affect campaigns (spells learned, +1 stat building visited)
 
- 			}
 
- 			cb->heroVisitCastle(this, h);
 
- 		}
 
- 	}
 
- 	else if(h->visitablePos() == visitablePos())
 
- 	{
 
- 		bool commander_recover = h->commander && !h->commander->alive;
 
- 		if (commander_recover) // rise commander from dead
 
- 		{
 
- 			SetCommanderProperty scp;
 
- 			scp.heroid = h->id;
 
- 			scp.which = SetCommanderProperty::ALIVE;
 
- 			scp.amount = 1;
 
- 			cb->sendAndApply(&scp);
 
- 		}
 
- 		cb->heroVisitCastle(this, h);
 
- 		// TODO(vmarkovtsev): implement payment for rising the commander
 
- 		if (commander_recover) // info window about commander
 
- 		{
 
- 			InfoWindow iw;
 
- 			iw.player = h->tempOwner;
 
- 			iw.text << h->commander->getName();
 
- 			iw.components.push_back(Component(*h->commander));
 
- 			cb->showInfoDialog(&iw);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		logGlobal->error("%s visits allied town of %s from different pos?", h->name, name);
 
- 	}
 
- }
 
- void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const
 
- {
 
- 	//FIXME: find out why this issue appears on random maps
 
- 	if(visitingHero == h)
 
- 	{
 
- 		cb->stopHeroVisitCastle(this, h);
 
- 		logGlobal->trace("%s correctly left town %s", h->name, name);
 
- 	}
 
- 	else
 
- 		logGlobal->warn("Warning, %s tries to leave the town %s but hero is not inside.", h->name, name);
 
- }
 
- std::string CGTownInstance::getObjectName() const
 
- {
 
- 	return name + ", " + town->faction->name;
 
- }
 
- bool CGTownInstance::townEnvisagesBuilding(BuildingSubID::EBuildingSubID subId) const
 
- {
 
- 	return town->getBuildingType(subId) != BuildingID::NONE;
 
- }
 
- void CGTownInstance::initOverriddenBids()
 
- {
 
- 	for(const auto & bid : builtBuildings)
 
- 	{
 
- 		auto & overrideThem = town->buildings.at(bid)->overrideBids;
 
- 		for(auto & overrideIt : overrideThem)
 
- 			overriddenBuildings.insert(overrideIt);
 
- 	}
 
- }
 
- bool CGTownInstance::isBonusingBuildingAdded(BuildingID::EBuildingID bid) const
 
- {
 
- 	auto present = std::find_if(bonusingBuildings.begin(), bonusingBuildings.end(), [&](CGTownBuilding* building)
 
- 		{
 
- 			return building->getBuildingType().num == bid;
 
- 		});
 
- 	return present != bonusingBuildings.end();
 
- }
 
- //it does not check hasBuilt because this check is in the OnHeroVisit handler
 
- void CGTownInstance::tryAddOnePerWeekBonus(BuildingSubID::EBuildingSubID subID)
 
- {
 
- 	auto bid = town->getBuildingType(subID);
 
- 	if(bid != BuildingID::NONE && !isBonusingBuildingAdded(bid))
 
- 		bonusingBuildings.push_back(new COPWBonus(bid, subID, this));
 
- }
 
- void CGTownInstance::tryAddVisitingBonus(BuildingSubID::EBuildingSubID subID)
 
- {
 
- 	auto bid = town->getBuildingType(subID);
 
- 	if(bid != BuildingID::NONE && !isBonusingBuildingAdded(bid))
 
- 		bonusingBuildings.push_back(new CTownBonus(bid, subID, this));
 
- }
 
- void CGTownInstance::addTownBonuses()
 
- {
 
- 	for(const auto & kvp : town->buildings)
 
- 	{
 
- 		if(vstd::contains(overriddenBuildings, kvp.first))
 
- 			continue;
 
- 		if(kvp.second->IsVisitingBonus())
 
- 			bonusingBuildings.push_back(new CTownBonus(kvp.second->bid, kvp.second->subId, this));
 
- 		if(kvp.second->IsWeekBonus())
 
- 			bonusingBuildings.push_back(new COPWBonus(kvp.second->bid, kvp.second->subId, this));
 
- 	}
 
- }
 
- void CGTownInstance::deleteTownBonus(BuildingID::EBuildingID bid)
 
- {
 
- 	size_t i = 0;
 
- 	CGTownBuilding * freeIt = nullptr;
 
- 	for(i = 0; i != bonusingBuildings.size(); i++)
 
- 	{
 
- 		if(bonusingBuildings[i]->getBuildingType() == bid)
 
- 		{
 
- 			freeIt = bonusingBuildings[i];
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(freeIt == nullptr)
 
- 		return;
 
- 	auto building = town->buildings.at(bid);
 
- 	auto isVisitingBonus = building->IsVisitingBonus();
 
- 	auto isWeekBonus = building->IsWeekBonus();
 
- 	if(!isVisitingBonus && !isWeekBonus)
 
- 		return;
 
- 	bonusingBuildings.erase(bonusingBuildings.begin() + i);
 
- 	if(isVisitingBonus)
 
- 		delete (CTownBonus *)freeIt;
 
- 	else if(isWeekBonus)
 
- 		delete (COPWBonus *)freeIt;
 
- }
 
- void CGTownInstance::initObj(CRandomGenerator & rand) ///initialize town structures
 
- {
 
- 	blockVisit = true;
 
- 	if(townEnvisagesBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example
 
- 		creatures.resize(GameConstants::CREATURES_PER_TOWN + 1);
 
- 	else
 
- 		creatures.resize(GameConstants::CREATURES_PER_TOWN);
 
- 	for (int level = 0; level < GameConstants::CREATURES_PER_TOWN; level++)
 
- 	{
 
- 		BuildingID buildID = BuildingID(BuildingID::DWELL_FIRST).advance(level);
 
- 		int upgradeNum = 0;
 
- 		for (; town->buildings.count(buildID); upgradeNum++, buildID.advance(GameConstants::CREATURES_PER_TOWN))
 
- 		{
 
- 			if (hasBuilt(buildID) && town->creatures.at(level).size() > upgradeNum)
 
- 				creatures[level].second.push_back(town->creatures[level][upgradeNum]);
 
- 		}
 
- 	}
 
- 	initOverriddenBids();
 
- 	addTownBonuses(); //add special bonuses from buildings to the bonusingBuildings vector.
 
- 	recreateBuildingsBonuses();
 
- 	updateAppearance();
 
- }
 
- bool CGTownInstance::hasBuiltInOldWay(ETownType::ETownType type, BuildingID bid) const
 
- {
 
- 	return (this->town->faction != nullptr && this->town->faction->index == type && hasBuilt(bid));
 
- }
 
- void CGTownInstance::newTurn(CRandomGenerator & rand) const
 
- {
 
- 	if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week
 
- 	{
 
- 		//give resources if there's a Mystic Pond
 
- 		if (hasBuilt(BuildingSubID::MYSTIC_POND)
 
- 			&& cb->getDate(Date::DAY) != 1
 
- 			&& (tempOwner < PlayerColor::PLAYER_LIMIT)
 
- 			)
 
- 		{
 
- 			int resID = rand.nextInt(2, 5); //bonus to random rare resource
 
- 			resID = (resID==2)?1:resID;
 
- 			int resVal = rand.nextInt(1, 4);//with size 1..4
 
- 			cb->giveResource(tempOwner, static_cast<Res::ERes>(resID), resVal);
 
- 			cb->setObjProperty (id, ObjProperty::BONUS_VALUE_FIRST, resID);
 
- 			cb->setObjProperty (id, ObjProperty::BONUS_VALUE_SECOND, resVal);
 
- 		}
 
- 		auto manaVortex = getBonusingBuilding(BuildingSubID::MANA_VORTEX);
 
- 		if (manaVortex != nullptr)
 
- 			cb->setObjProperty(id, ObjProperty::STRUCTURE_CLEAR_VISITORS, manaVortex->indexOnTV); //reset visitors for Mana Vortex
 
- 		//get Mana Vortex or Stables bonuses
 
- 		//same code is in the CGameHandler::buildStructure method
 
- 		if (visitingHero != nullptr)
 
- 			cb->visitCastleObjects(this, visitingHero);
 
- 		if (garrisonHero != nullptr)
 
- 			cb->visitCastleObjects(this, garrisonHero);
 
- 		if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
 
- 			{
 
- 				std::vector<SlotID> nativeCrits; //slots
 
- 				for (auto & elem : Slots())
 
- 				{
 
- 					if (elem.second->type->faction == subID) //native
 
- 					{
 
- 						nativeCrits.push_back(elem.first); //collect matching slots
 
- 					}
 
- 				}
 
- 				if (nativeCrits.size())
 
- 				{
 
- 					SlotID pos = *RandomGeneratorUtil::nextItem(nativeCrits, rand);
 
- 					StackLocation sl(this, pos);
 
- 					const CCreature *c = getCreature(pos);
 
- 					if (rand.nextInt(99) < 90 || c->upgrades.empty()) //increase number if no upgrade available
 
- 					{
 
- 						cb->changeStackCount(sl, c->growth);
 
- 					}
 
- 					else //upgrade
 
- 					{
 
- 						cb->changeStackType(sl, VLC->creh->objects[*c->upgrades.begin()]);
 
- 					}
 
- 				}
 
- 				if ((stacksCount() < GameConstants::ARMY_SIZE && rand.nextInt(99) < 25) || Slots().empty()) //add new stack
 
- 				{
 
- 					int i = rand.nextInt(std::min(GameConstants::CREATURES_PER_TOWN, cb->getDate(Date::MONTH) << 1) - 1);
 
- 					if (!town->creatures[i].empty())
 
- 					{
 
- 						CreatureID c = town->creatures[i][0];
 
- 						SlotID n;
 
- 						TQuantity count = creatureGrowth(i);
 
- 						if (!count) // no dwelling
 
- 							count = VLC->creh->objects[c]->growth;
 
- 						{//no lower tiers or above current month
 
- 							if ((n = getSlotFor(c)).validSlot())
 
- 							{
 
- 								StackLocation sl(this, n);
 
- 								if (slotEmpty(n))
 
- 									cb->insertNewStack(sl, VLC->creh->objects[c], count);
 
- 								else //add to existing
 
- 									cb->changeStackCount(sl, count);
 
- 							}
 
- 						}
 
- 					}
 
- 				}
 
- 			}
 
- 	}
 
- }
 
- /*
 
- int3 CGTownInstance::getSightCenter() const
 
- {
 
- 	return pos - int3(2,0,0);
 
- }
 
- */
 
- bool CGTownInstance::passableFor(PlayerColor color) const
 
- {
 
- 	if (!armedGarrison())//empty castle - anyone can visit
 
- 		return true;
 
- 	if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit
 
- 		return false;
 
- 	return cb->getPlayerRelations(tempOwner, color) != PlayerRelations::ENEMIES;
 
- }
 
- void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const
 
- {
 
- 	offsets = {int3(-1,2,0), int3(-3,2,0)};
 
- }
 
- void CGTownInstance::mergeGarrisonOnSiege() const
 
- {
 
- 	auto getWeakestStackSlot = [&](ui64 powerLimit)
 
- 	{
 
- 		std::vector<SlotID> weakSlots;
 
- 		auto stacksList = visitingHero->stacks;
 
- 		std::pair<SlotID, CStackInstance *> pair;
 
- 		while(stacksList.size())
 
- 		{
 
- 			pair = *vstd::minElementByFun(stacksList, [&](std::pair<SlotID, CStackInstance *> elem)
 
- 			{
 
- 				return elem.second->getPower();
 
- 			});
 
- 			if(powerLimit > pair.second->getPower() &&
 
- 				(weakSlots.empty() || pair.second->getPower() == visitingHero->getStack(weakSlots.front()).getPower()))
 
- 			{
 
- 				weakSlots.push_back(pair.first);
 
- 				stacksList.erase(pair.first);
 
- 			}
 
- 			else
 
- 				break;
 
- 		}
 
- 		if(weakSlots.size())
 
- 			return *std::max_element(weakSlots.begin(), weakSlots.end());
 
- 		return SlotID();
 
- 	};
 
- 	auto count = static_cast<int>(stacks.size());
 
- 	for(int i = 0; i < count; i++)
 
- 	{
 
- 		auto pair = *vstd::maxElementByFun(stacks, [&](std::pair<SlotID, CStackInstance *> elem)
 
- 		{
 
- 			ui64 power = elem.second->getPower();
 
- 			auto dst = visitingHero->getSlotFor(elem.second->getCreatureID());
 
- 			if(dst.validSlot() && visitingHero->hasStackAtSlot(dst))
 
- 				power += visitingHero->getStack(dst).getPower();
 
- 			return power;
 
- 		});
 
- 		auto dst = visitingHero->getSlotFor(pair.second->getCreatureID());
 
- 		if(dst.validSlot())
 
- 			cb->moveStack(StackLocation(this, pair.first), StackLocation(visitingHero, dst), -1);
 
- 		else
 
- 		{
 
- 			dst = getWeakestStackSlot(static_cast<int>(pair.second->getPower()));
 
- 			if(dst.validSlot())
 
- 				cb->swapStacks(StackLocation(this, pair.first), StackLocation(visitingHero, dst));
 
- 		}
 
- 	}
 
- }
 
- void CGTownInstance::removeCapitols (PlayerColor owner) const
 
- {
 
- 	if (hasCapitol()) // search if there's an older capitol
 
- 	{
 
- 		PlayerState* state = cb->gameState()->getPlayerState(owner); //get all towns owned by player
 
- 		for (auto i = state->towns.cbegin(); i < state->towns.cend(); ++i)
 
- 		{
 
- 			if (*i != this && (*i)->hasCapitol())
 
- 			{
 
- 				RazeStructures rs;
 
- 				rs.tid = id;
 
- 				rs.bid.insert(BuildingID::CAPITOL);
 
- 				rs.destroyed = destroyed;
 
- 				cb->sendAndApply(&rs);
 
- 				return;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGTownInstance::clearArmy() const
 
- {
 
- 	while(!stacks.empty())
 
- 	{
 
- 		cb->eraseStack(StackLocation(this, stacks.begin()->first));
 
- 	}
 
- }
 
- int CGTownInstance::getBoatType() const
 
- {
 
- 	switch (town->faction->alignment)
 
- 	{
 
- 	case EAlignment::EVIL : return 0;
 
- 	case EAlignment::GOOD : return 1;
 
- 	case EAlignment::NEUTRAL : return 2;
 
- 	}
 
- 	assert(0);
 
- 	return -1;
 
- }
 
- int CGTownInstance::getMarketEfficiency() const
 
- {
 
- 	if(!hasBuiltSomeTradeBuilding())
 
- 		return 0;
 
- 	const PlayerState *p = cb->getPlayerState(tempOwner);
 
- 	assert(p);
 
- 	int marketCount = 0;
 
- 	for(const CGTownInstance *t : p->towns)
 
- 		if(t->hasBuiltSomeTradeBuilding())
 
- 			marketCount++;
 
- 	return marketCount;
 
- }
 
- bool CGTownInstance::allowsTrade(EMarketMode::EMarketMode mode) const
 
- {
 
- 	switch(mode)
 
- 	{
 
- 	case EMarketMode::RESOURCE_RESOURCE:
 
- 	case EMarketMode::RESOURCE_PLAYER:
 
- 		return hasBuilt(BuildingID::MARKETPLACE);
 
- 	case EMarketMode::ARTIFACT_RESOURCE:
 
- 	case EMarketMode::RESOURCE_ARTIFACT:
 
- 		return hasBuilt(BuildingSubID::ARTIFACT_MERCHANT);
 
- 	case EMarketMode::CREATURE_RESOURCE:
 
- 		return hasBuilt(BuildingSubID::FREELANCERS_GUILD);
 
- 	case EMarketMode::CREATURE_UNDEAD:
 
- 		return hasBuilt(BuildingSubID::CREATURE_TRANSFORMER);
 
- 	case EMarketMode::RESOURCE_SKILL:
 
- 		return hasBuilt(BuildingSubID::MAGIC_UNIVERSITY);
 
- 	default:
 
- 		assert(0);
 
- 		return false;
 
- 	}
 
- }
 
- std::vector<int> CGTownInstance::availableItemsIds(EMarketMode::EMarketMode mode) const
 
- {
 
- 	if(mode == EMarketMode::RESOURCE_ARTIFACT)
 
- 	{
 
- 		std::vector<int> ret;
 
- 		for(const CArtifact *a : merchantArtifacts)
 
- 			if(a)
 
- 				ret.push_back(a->id);
 
- 			else
 
- 				ret.push_back(-1);
 
- 		return ret;
 
- 	}
 
- 	else if ( mode == EMarketMode::RESOURCE_SKILL )
 
- 	{
 
- 		return universitySkills;
 
- 	}
 
- 	else
 
- 		return IMarket::availableItemsIds(mode);
 
- }
 
- void CGTownInstance::setType(si32 ID, si32 subID)
 
- {
 
- 	assert(ID == Obj::TOWN); // just in case
 
- 	CGObjectInstance::setType(ID, subID);
 
- 	town = (*VLC->townh)[subID]->town;
 
- 	randomizeArmy(subID);
 
- 	updateAppearance();
 
- }
 
- void CGTownInstance::updateAppearance()
 
- {
 
- 	auto terrain = cb->gameState()->getTile(visitablePos())->terType->id;
 
- 	//FIXME: not the best way to do this
 
- 	auto app = VLC->objtypeh->getHandlerFor(ID, subID)->getOverride(terrain, this);
 
- 	if (app)
 
- 		appearance = app;
 
- }
 
- std::string CGTownInstance::nodeName() const
 
- {
 
- 	return "Town (" + (town ? town->faction->name : "unknown") + ") of " +  name;
 
- }
 
- void CGTownInstance::deserializationFix()
 
- {
 
- 	attachTo(&townAndVis);
 
- 	//Hero is already handled by CGameState::attachArmedObjects
 
- // 	if(visitingHero)
 
- // 		visitingHero->attachTo(&townAndVis);
 
- // 	if(garrisonHero)
 
- // 		garrisonHero->attachTo(this);
 
- }
 
- void CGTownInstance::updateMoraleBonusFromArmy()
 
- {
 
- 	auto b = getExportedBonusList().getFirst(Selector::sourceType()(Bonus::ARMY).And(Selector::type()(Bonus::MORALE)));
 
- 	if(!b)
 
- 	{
 
- 		b = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);
 
- 		addNewBonus(b);
 
- 	}
 
- 	if (garrisonHero)
 
- 	{
 
- 		b->val = 0;
 
- 		CBonusSystemNode::treeHasChanged();
 
- 	}
 
- 	else
 
- 		CArmedInstance::updateMoraleBonusFromArmy();
 
- }
 
- void CGTownInstance::recreateBuildingsBonuses()
 
- {
 
- 	BonusList bl;
 
- 	getExportedBonusList().getBonuses(bl, Selector::sourceType()(Bonus::TOWN_STRUCTURE));
 
- 	for(auto b : bl)
 
- 		removeBonus(b);
 
- 	for(const auto & bid : builtBuildings)
 
- 	{
 
- 		if(vstd::contains(overriddenBuildings, bid)) //tricky! -> checks tavern only if no bratherhood of sword
 
- 			continue;
 
- 		auto building = town->buildings.at(bid);
 
- 		if(building->buildingBonuses.empty())
 
- 			continue;
 
- 		for(auto & bonus : building->buildingBonuses)
 
- 		{
 
- 			if(bonus->limiter && bonus->effectRange == Bonus::ONLY_ENEMY_ARMY) //ONLY_ENEMY_ARMY is only mark for OppositeSide limiter to avoid extra dynamic_cast.
 
- 			{
 
- 				auto bCopy = std::make_shared<Bonus>(*bonus); //just a copy of the shared_ptr has been changed and reassigned.
 
- 				bCopy->limiter = std::make_shared<OppositeSideLimiter>(this->getOwner());
 
- 				addNewBonus(bCopy);
 
- 				continue;
 
- 			}
 
- 			if(bonus->propagator != nullptr && bonus->propagator->getPropagatorType() == ALL_CREATURES)
 
- 				VLC->creh->addBonusForAllCreatures(bonus);
 
- 			else
 
- 				addNewBonus(bonus);
 
- 		}
 
- 	}
 
- }
 
- void CGTownInstance::setVisitingHero(CGHeroInstance *h)
 
- {
 
- 	assert(!!visitingHero == !h);
 
- 	if(h)
 
- 	{
 
- 		PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
 
- 		assert(p);
 
- 		h->detachFrom(p);
 
- 		h->attachTo(&townAndVis);
 
- 		visitingHero = h;
 
- 		h->visitedTown = this;
 
- 		h->inTownGarrison = false;
 
- 	}
 
- 	else
 
- 	{
 
- 		PlayerState *p = cb->gameState()->getPlayerState(visitingHero->tempOwner);
 
- 		visitingHero->visitedTown = nullptr;
 
- 		visitingHero->detachFrom(&townAndVis);
 
- 		visitingHero->attachTo(p);
 
- 		visitingHero = nullptr;
 
- 	}
 
- }
 
- void CGTownInstance::setGarrisonedHero(CGHeroInstance *h)
 
- {
 
- 	assert(!!garrisonHero == !h);
 
- 	if(h)
 
- 	{
 
- 		PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
 
- 		assert(p);
 
- 		h->detachFrom(p);
 
- 		h->attachTo(this);
 
- 		garrisonHero = h;
 
- 		h->visitedTown = this;
 
- 		h->inTownGarrison = true;
 
- 	}
 
- 	else
 
- 	{
 
- 		PlayerState *p = cb->gameState()->getPlayerState(garrisonHero->tempOwner);
 
- 		garrisonHero->visitedTown = nullptr;
 
- 		garrisonHero->inTownGarrison = false;
 
- 		garrisonHero->detachFrom(this);
 
- 		garrisonHero->attachTo(p);
 
- 		garrisonHero = nullptr;
 
- 	}
 
- 	updateMoraleBonusFromArmy(); //avoid giving morale bonus for same army twice
 
- }
 
- bool CGTownInstance::armedGarrison() const
 
- {
 
- 	return !stacks.empty() || garrisonHero;
 
- }
 
- const CTown * CGTownInstance::getTown() const
 
- {
 
-     if(ID == Obj::RANDOM_TOWN)
 
- 		return VLC->townh->randomTown;
 
- 	else
 
- 	{
 
- 		if(nullptr == town)
 
- 		{
 
- 			return (*VLC->townh)[subID]->town;
 
- 		}
 
- 		else
 
- 			return town;
 
- 	}
 
- }
 
- int CGTownInstance::getTownLevel() const
 
- {
 
- 	// count all buildings that are not upgrades
 
- 	int level = 0;
 
- 	for(const auto & bid : builtBuildings)
 
- 	{
 
- 		if(town->buildings.at(bid)->upgrade == BuildingID::NONE)
 
- 			level++;
 
- 	}
 
- 	return level;
 
- }
 
- CBonusSystemNode * CGTownInstance::whatShouldBeAttached()
 
- {
 
- 	return &townAndVis;
 
- }
 
- const CArmedInstance * CGTownInstance::getUpperArmy() const
 
- {
 
- 	if(garrisonHero)
 
- 		return garrisonHero;
 
- 	return this;
 
- }
 
- const CGTownBuilding * CGTownInstance::getBonusingBuilding(BuildingSubID::EBuildingSubID subId) const
 
- {
 
- 	for(const auto building : bonusingBuildings)
 
- 	{
 
- 		if(building->getBuildingSubtype() == subId)
 
- 			return building;
 
- 	}
 
- 	return nullptr;
 
- }
 
- bool CGTownInstance::hasBuiltSomeTradeBuilding() const
 
- {
 
- 	for(const auto & bid : builtBuildings)
 
- 	{
 
- 		if(town->buildings.at(bid)->IsTradeBuilding())
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- bool CGTownInstance::hasBuilt(BuildingSubID::EBuildingSubID buildingID) const
 
- {
 
- 	for(const auto & bid : builtBuildings)
 
- 	{
 
- 		if(town->buildings.at(bid)->subId == buildingID)
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- bool CGTownInstance::hasBuilt(BuildingID buildingID) const
 
- {
 
- 	return vstd::contains(builtBuildings, buildingID);
 
- }
 
- bool CGTownInstance::hasBuilt(BuildingID buildingID, int townID) const
 
- {
 
- 	if (townID == town->faction->index || townID == ETownType::ANY)
 
- 		return hasBuilt(buildingID);
 
- 	return false;
 
- }
 
- TResources CGTownInstance::getBuildingCost(BuildingID buildingID) const
 
- {
 
- 	if (vstd::contains(town->buildings, buildingID))
 
- 		return town->buildings.at(buildingID)->resources;
 
- 	else
 
- 	{
 
- 		logGlobal->error("Town %s at %s has no possible building %d!", name, pos.toString(), buildingID.toEnum());
 
- 		return TResources();
 
- 	}
 
- }
 
- CBuilding::TRequired CGTownInstance::genBuildingRequirements(BuildingID buildID, bool deep) const
 
- {
 
- 	const CBuilding * building = town->buildings.at(buildID);
 
- 	//TODO: find better solution to prevent infinite loops
 
- 	std::set<BuildingID> processed;
 
- 	std::function<CBuilding::TRequired::Variant(const BuildingID &)> dependTest =
 
- 	[&](const BuildingID & id) -> CBuilding::TRequired::Variant
 
- 	{
 
- 		const CBuilding * build = town->buildings.at(id);
 
- 		CBuilding::TRequired::OperatorAll requirements;
 
- 		if (!hasBuilt(id))
 
- 		{
 
- 			if (deep)
 
- 				requirements.expressions.push_back(id);
 
- 			else
 
- 				return id;
 
- 		}
 
- 		if(!vstd::contains(processed, id))
 
- 		{
 
- 			processed.insert(id);
 
- 			if (build->upgrade != BuildingID::NONE)
 
- 				requirements.expressions.push_back(dependTest(build->upgrade));
 
- 			requirements.expressions.push_back(build->requirements.morph(dependTest));
 
- 		}
 
- 		return requirements;
 
- 	};
 
- 	CBuilding::TRequired::OperatorAll requirements;
 
- 	if (building->upgrade != BuildingID::NONE)
 
- 	{
 
- 		const CBuilding * upgr = town->buildings.at(building->upgrade);
 
- 		requirements.expressions.push_back(dependTest(upgr->bid));
 
- 		processed.clear();
 
- 	}
 
- 	requirements.expressions.push_back(building->requirements.morph(dependTest));
 
- 	CBuilding::TRequired::Variant variant(requirements);
 
- 	CBuilding::TRequired ret(variant);
 
- 	ret.minimize();
 
- 	return ret;
 
- }
 
- void CGTownInstance::addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID ) const
 
- {
 
- 	if(visitingHero == h)
 
- 		cb->setObjProperty(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors
 
- 	else if(garrisonHero == h)
 
- 		cb->setObjProperty(id, ObjProperty::STRUCTURE_ADD_GARRISONED_HERO, structureInstanceID); //then it must be garrisoned hero
 
- 	else
 
- 	{
 
- 		//should never ever happen
 
- 		logGlobal->error("Cannot add hero %s to visitors of structure # %d", h->name, structureInstanceID);
 
- 		throw std::runtime_error("internal error");
 
- 	}
 
- }
 
- void CGTownInstance::battleFinished(const CGHeroInstance * hero, const BattleResult & result) const
 
- {
 
- 	if(result.winner == BattleSide::ATTACKER)
 
- 	{
 
- 		clearArmy();
 
- 		onTownCaptured(hero->getOwner());
 
- 	}
 
- }
 
- void CGTownInstance::onTownCaptured(const PlayerColor winner) const
 
- {
 
- 	setOwner(winner);
 
- 	FoWChange fw;
 
- 	fw.player = winner;
 
- 	fw.mode = 1;
 
- 	cb->getTilesInRange(fw.tiles, getSightCenter(), getSightRadius(), winner, 1);
 
- 	cb->sendAndApply(& fw);
 
- }
 
- void CGTownInstance::afterAddToMap(CMap * map)
 
- {
 
- 	if(ID == Obj::TOWN)
 
- 		map->towns.push_back(this);
 
- }
 
- void CGTownInstance::afterRemoveFromMap(CMap * map)
 
- {
 
- 	if (ID == Obj::TOWN)
 
- 		vstd::erase_if_present(map->towns, this);
 
- }
 
- void CGTownInstance::reset()
 
- {
 
- 	CGTownInstance::merchantArtifacts.clear();
 
- 	CGTownInstance::universitySkills.clear();
 
- }
 
- void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler)
 
- {
 
- 	CGObjectInstance::serializeJsonOwner(handler);
 
- 	CCreatureSet::serializeJson(handler, "army", 7);
 
- 	handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
 
- 	handler.serializeString("name", name);
 
- 	{
 
- 		auto decodeBuilding = [this](const std::string & identifier) -> si32
 
- 		{
 
- 			auto rawId = VLC->modh->identifiers.getIdentifier("core", getTown()->getBuildingScope(), identifier);
 
- 			if(rawId)
 
- 				return rawId.get();
 
- 			else
 
- 				return -1;
 
- 		};
 
- 		auto encodeBuilding = [this](si32 index) -> std::string
 
- 		{
 
- 			return getTown()->buildings.at(BuildingID(index))->identifier;
 
- 		};
 
- 		const std::set<si32> standard = getTown()->getAllBuildings();//by default all buildings are allowed
 
- 		JsonSerializeFormat::LICSet buildingsLIC(standard, decodeBuilding, encodeBuilding);
 
- 		if(handler.saving)
 
- 		{
 
- 			bool customBuildings = false;
 
- 			boost::logic::tribool hasFort(false);
 
- 			for(const BuildingID & id : forbiddenBuildings)
 
- 			{
 
- 				buildingsLIC.none.insert(id);
 
- 				customBuildings = true;
 
- 			}
 
- 			for(const BuildingID & id : builtBuildings)
 
- 			{
 
- 				if(id == BuildingID::DEFAULT)
 
- 					continue;
 
- 				const CBuilding * building = getTown()->buildings.at(id);
 
- 				if(building->mode == CBuilding::BUILD_AUTO)
 
- 					continue;
 
- 				if(id == BuildingID::FORT)
 
- 					hasFort = true;
 
- 				buildingsLIC.all.insert(id);
 
- 				customBuildings = true;
 
- 			}
 
- 			if(customBuildings)
 
- 				handler.serializeLIC("buildings", buildingsLIC);
 
- 			else
 
- 				handler.serializeBool("hasFort",hasFort);
 
- 		}
 
- 		else
 
- 		{
 
- 			handler.serializeLIC("buildings", buildingsLIC);
 
- 			builtBuildings.insert(BuildingID::VILLAGE_HALL);
 
- 			if(buildingsLIC.none.empty() && buildingsLIC.all.empty())
 
- 			{
 
- 				builtBuildings.insert(BuildingID::DEFAULT);
 
- 				bool hasFort = false;
 
- 				handler.serializeBool("hasFort",hasFort);
 
- 				if(hasFort)
 
- 					builtBuildings.insert(BuildingID::FORT);
 
- 			}
 
- 			else
 
- 			{
 
- 				for(const si32 item : buildingsLIC.none)
 
- 					forbiddenBuildings.insert(BuildingID(item));
 
- 				for(const si32 item : buildingsLIC.all)
 
- 					builtBuildings.insert(BuildingID(item));
 
- 			}
 
- 		}
 
- 	}
 
- 	{
 
- 		std::vector<bool> standard = VLC->spellh->getDefaultAllowed();
 
- 		JsonSerializeFormat::LIC spellsLIC(standard, SpellID::decode, SpellID::encode);
 
- 		if(handler.saving)
 
- 		{
 
- 			for(SpellID id : possibleSpells)
 
- 				spellsLIC.any[id.num] = true;
 
- 			for(SpellID id : obligatorySpells)
 
- 				spellsLIC.all[id.num] = true;
 
- 		}
 
- 		handler.serializeLIC("spells", spellsLIC);
 
- 		if(!handler.saving)
 
- 		{
 
- 			possibleSpells.clear();
 
- 			for(si32 idx = 0; idx < spellsLIC.any.size(); idx++)
 
- 			{
 
- 				if(spellsLIC.any[idx])
 
- 					possibleSpells.push_back(SpellID(idx));
 
- 			}
 
- 			obligatorySpells.clear();
 
- 			for(si32 idx = 0; idx < spellsLIC.all.size(); idx++)
 
- 			{
 
- 				if(spellsLIC.all[idx])
 
- 					obligatorySpells.push_back(SpellID(idx));
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- PlayerColor CGTownBuilding::getOwner() const
 
- {
 
- 	return town->getOwner();
 
- }
 
- int32_t CGTownBuilding::getObjGroupIndex() const
 
- {
 
- 	return -1;
 
- }
 
- int32_t CGTownBuilding::getObjTypeIndex() const
 
- {
 
- 	return 0;
 
- }
 
- int3 CGTownBuilding::visitablePos() const
 
- {
 
- 	return town->visitablePos();
 
- }
 
- int3 CGTownBuilding::getPosition() const
 
- {
 
- 	return town->getPosition();
 
- }
 
- COPWBonus::COPWBonus(BuildingID bid, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
 
- {
 
- 	bID = bid;
 
- 	bType = subId;
 
- 	town = cgTown;
 
- 	indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
 
- }
 
- void COPWBonus::setProperty(ui8 what, ui32 val)
 
- {
 
- 	switch (what)
 
- 	{
 
- 		case ObjProperty::VISITORS:
 
- 			visitors.insert(val);
 
- 			break;
 
- 		case ObjProperty::STRUCTURE_CLEAR_VISITORS:
 
- 			visitors.clear();
 
- 			break;
 
- 	}
 
- }
 
- void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
 
- {
 
- 	ObjectInstanceID heroID = h->id;
 
- 	if(town->hasBuilt(bID))
 
- 	{
 
- 		InfoWindow iw;
 
- 		iw.player = h->tempOwner;
 
- 		switch (this->bType)
 
- 		{
 
- 		case BuildingSubID::STABLES:
 
- 			if(!h->hasBonusFrom(Bonus::OBJECT, Obj::STABLES)) //does not stack with advMap Stables
 
- 			{
 
- 				GiveBonus gb;
 
- 				gb.bonus = Bonus(Bonus::ONE_WEEK, Bonus::LAND_MOVEMENT, Bonus::OBJECT, 600, 94, VLC->generaltexth->arraytxt[100]);
 
- 				gb.id = heroID.getNum();
 
- 				cb->giveHeroBonus(&gb);
 
- 				SetMovePoints mp;
 
- 				mp.val = 600;
 
- 				mp.absolute = false;
 
- 				mp.hid = heroID;
 
- 				cb->setMovePoints(&mp);
 
- 				iw.text << VLC->generaltexth->allTexts[580];
 
- 				cb->showInfoDialog(&iw);
 
- 			}
 
- 			break;
 
- 		case BuildingSubID::MANA_VORTEX:
 
- 			if(visitors.empty())
 
- 			{
 
- 				if(h->mana < h->manaLimit() * 2)
 
- 					cb->setManaPoints (heroID, 2 * h->manaLimit());
 
- 				//TODO: investigate line below
 
- 				//cb->setObjProperty (town->id, ObjProperty::VISITED, true);
 
- 				iw.text << getVisitingBonusGreeting();
 
- 				cb->showInfoDialog(&iw);
 
- 				//extra visit penalty if hero alredy had double mana points (or even more?!)
 
- 				town->addHeroToStructureVisitors(h, indexOnTV);
 
- 			}
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- CTownBonus::CTownBonus(BuildingID index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
 
- {
 
- 	bID = index;
 
- 	bType = subId;
 
- 	town = cgTown;
 
- 	indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
 
- }
 
- void CTownBonus::setProperty (ui8 what, ui32 val)
 
- {
 
- 	if(what == ObjProperty::VISITORS)
 
- 		visitors.insert(ObjectInstanceID(val));
 
- }
 
- void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
 
- {
 
- 	ObjectInstanceID heroID = h->id;
 
- 	if(town->hasBuilt(bID) && visitors.find(heroID) == visitors.end())
 
- 	{
 
- 		si64 val = 0;
 
- 		InfoWindow iw;
 
- 		PrimarySkill::PrimarySkill what = PrimarySkill::NONE;
 
- 		switch(bType)
 
- 		{
 
- 		case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge
 
- 			what = PrimarySkill::KNOWLEDGE;
 
- 			val = 1;
 
- 			iw.components.push_back(Component(Component::PRIM_SKILL, 3, 1, 0));
 
- 			break;
 
- 		case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire
 
- 			what = PrimarySkill::SPELL_POWER;
 
- 			val = 1;
 
- 			iw.components.push_back(Component(Component::PRIM_SKILL, 2, 1, 0));
 
- 			break;
 
- 		case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla
 
- 			what = PrimarySkill::ATTACK;
 
- 			val = 1;
 
- 			iw.components.push_back(Component(Component::PRIM_SKILL, 0, 1, 0));
 
- 			break;
 
- 		case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars
 
- 			what = PrimarySkill::EXPERIENCE;
 
- 			val = static_cast<int>(h->calculateXp(1000));
 
- 			iw.components.push_back(Component(Component::EXPERIENCE, 0, val, 0));
 
- 			break;
 
- 		case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords
 
- 			what = PrimarySkill::DEFENSE;
 
- 			val = 1;
 
- 			iw.components.push_back(Component(Component::PRIM_SKILL, 1, 1, 0));
 
- 			break;
 
- 		case BuildingSubID::CUSTOM_VISITING_BONUS:
 
- 			const auto building = town->town->buildings.at(bID);
 
- 			if(!h->hasBonusFrom(Bonus::TOWN_STRUCTURE, Bonus::getSid32(building->town->faction->index, building->bid)))
 
- 			{
 
- 				const auto & bonuses = building->onVisitBonuses;
 
- 				applyBonuses(const_cast<CGHeroInstance *>(h), bonuses);
 
- 			}
 
- 			break;
 
- 		}
 
- 		if(what != PrimarySkill::NONE)
 
- 		{
 
- 			iw.player = cb->getOwner(heroID);
 
- 				iw.text << getVisitingBonusGreeting();
 
- 			cb->showInfoDialog(&iw);
 
- 			cb->changePrimSkill (cb->getHero(heroID), what, val);
 
- 				town->addHeroToStructureVisitors(h, indexOnTV);
 
- 		}
 
- 	}
 
- }
 
- void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const
 
- {
 
- 	auto addToVisitors = false;
 
- 	for(auto bonus : bonuses)
 
- 	{
 
- 		GiveBonus gb;
 
- 		InfoWindow iw;
 
- 		if(bonus->type == Bonus::TOWN_MAGIC_WELL)
 
- 		{
 
- 			if(h->mana >= h->manaLimit())
 
- 				return;
 
- 			cb->setManaPoints(h->id, h->manaLimit());
 
- 			bonus->duration = Bonus::ONE_DAY;
 
- 		}
 
- 		gb.bonus = * bonus;
 
- 		gb.id = h->id.getNum();
 
- 		cb->giveHeroBonus(&gb);
 
- 		if(bonus->duration == Bonus::PERMANENT)
 
- 			addToVisitors = true;
 
- 		iw.player = cb->getOwner(h->id);
 
- 		iw.text << getCustomBonusGreeting(gb.bonus);
 
- 		cb->showInfoDialog(&iw);
 
- 	}
 
- 	if(addToVisitors)
 
- 		town->addHeroToStructureVisitors(h, indexOnTV);
 
- }
 
- GrowthInfo::Entry::Entry(const std::string &format, int _count)
 
- 	: count(_count)
 
- {
 
- 	description = boost::str(boost::format(format) % count);
 
- }
 
- GrowthInfo::Entry::Entry(int subID, BuildingID building, int _count)
 
- 	: count(_count)
 
- {
 
- 	description = boost::str(boost::format("%s %+d") % (*VLC->townh)[subID]->town->buildings.at(building)->Name() % count);
 
- }
 
- GrowthInfo::Entry::Entry(int _count, const std::string &fullDescription)
 
- 	: count(_count)
 
- {
 
- 	description = fullDescription;
 
- }
 
- CTownAndVisitingHero::CTownAndVisitingHero()
 
- {
 
- 	setNodeType(TOWN_AND_VISITOR);
 
- }
 
- int GrowthInfo::totalGrowth() const
 
- {
 
- 	int ret = 0;
 
- 	for(const Entry &entry : entries)
 
- 		ret += entry.count;
 
- 	return ret;
 
- }
 
- const std::string CGTownBuilding::getVisitingBonusGreeting() const
 
- {
 
- 	auto bonusGreeting = town->town->getGreeting(bType);
 
- 	if(!bonusGreeting.empty())
 
- 		return bonusGreeting;
 
- 	switch(bType)
 
- 	{
 
- 	case BuildingSubID::MANA_VORTEX:
 
- 		bonusGreeting = std::string(VLC->generaltexth->localizedTexts["townHall"]["greetingManaVortex"].String());
 
- 		break;
 
- 	case BuildingSubID::KNOWLEDGE_VISITING_BONUS:
 
- 		bonusGreeting = std::string(VLC->generaltexth->localizedTexts["townHall"]["greetingKnowledge"].String());
 
- 		break;
 
- 	case BuildingSubID::SPELL_POWER_VISITING_BONUS:
 
- 		bonusGreeting = std::string(VLC->generaltexth->localizedTexts["townHall"]["greetingSpellPower"].String());
 
- 		break;
 
- 	case BuildingSubID::ATTACK_VISITING_BONUS:
 
- 		bonusGreeting = std::string(VLC->generaltexth->localizedTexts["townHall"]["greetingAttack"].String());
 
- 		break;
 
- 	case BuildingSubID::EXPERIENCE_VISITING_BONUS:
 
- 		bonusGreeting = std::string(VLC->generaltexth->localizedTexts["townHall"]["greetingExperience"].String());
 
- 		break;
 
- 	case BuildingSubID::DEFENSE_VISITING_BONUS:
 
- 		bonusGreeting = std::string(VLC->generaltexth->localizedTexts["townHall"]["greetingDefence"].String());
 
- 		break;
 
- 	}
 
- 	auto buildingName = town->town->getSpecialBuilding(bType)->Name();
 
- 	if(bonusGreeting.empty())
 
- 	{
 
- 		bonusGreeting = "Error: Bonus greeting for '%s' is not localized.";
 
- 		logGlobal->error("'%s' building of '%s' faction has not localized bonus greeting.", buildingName, town->town->getLocalizedFactionName());
 
- 	}
 
- 	boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
 
- 	town->town->setGreeting(bType, bonusGreeting);
 
- 	return bonusGreeting;
 
- }
 
- const std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const
 
- {
 
- 	if(bonus.type == Bonus::TOWN_MAGIC_WELL)
 
- 	{
 
- 		auto bonusGreeting = std::string(VLC->generaltexth->localizedTexts["townHall"]["greetingInTownMagicWell"].String());
 
- 		auto buildingName = town->town->getSpecialBuilding(bType)->Name();
 
- 		boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
 
- 		return bonusGreeting;
 
- 	}
 
- 	auto bonusGreeting = std::string(VLC->generaltexth->localizedTexts["townHall"]["greetingCustomBonus"].String()); //"%s gives you +%d %s%s"
 
- 	std::string param = "";
 
- 	std::string until = "";
 
- 	if(bonus.type == Bonus::MORALE)
 
- 		param = VLC->generaltexth->allTexts[384];
 
- 	else if(bonus.type == Bonus::LUCK)
 
- 		param = VLC->generaltexth->allTexts[385];
 
- 	until = bonus.duration == (ui16)Bonus::ONE_BATTLE
 
- 		? VLC->generaltexth->localizedTexts["townHall"]["greetingCustomUntil"].String() : ".";
 
- 	boost::format fmt = boost::format(bonusGreeting) % bonus.description % bonus.val % param % until;
 
- 	std::string greeting = fmt.str();
 
- 	return greeting;
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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