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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 "TownBuildingInstance.h"#include "../spells/CSpellHandler.h"#include "../bonuses/Bonus.h"#include "../battle/IBattleInfoCallback.h"#include "../battle/BattleLayout.h"#include "../CConfigHandler.h"#include "../texts/CGeneralTextHandler.h"#include "../IGameCallback.h"#include "../gameState/CGameState.h"#include "../gameState/UpgradeInfo.h"#include "../mapping/CMap.h"#include "../CPlayerState.h"#include "../StartInfo.h"#include "../TerrainHandler.h"#include "../entities/building/CBuilding.h"#include "../entities/faction/CTownHandler.h"#include "../mapObjectConstructors/AObjectTypeHandler.h"#include "../mapObjectConstructors/CObjectClassesHandler.h"#include "../mapObjects/CGHeroInstance.h"#include "../modding/ModScope.h"#include "../networkPacks/StackLocation.h"#include "../networkPacks/PacksForClient.h"#include "../networkPacks/PacksForClientBattle.h"#include "../serializer/JsonSerializeFormat.h"#include <vstd/RNG.h>VCMI_LIB_NAMESPACE_BEGINint CGTownInstance::getSightRadius() const //returns sight distance{	auto ret = CBuilding::HEIGHT_NO_TOWER;	for(const auto & bid : builtBuildings)	{		auto height = getTown()->buildings.at(bid)->height;		if(ret < height)			ret = height;	}	return ret;}void CGTownInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier){///this is freakin' overcomplicated solution	switch (what)	{		case ObjProperty::STRUCTURE_ADD_VISITING_HERO:			rewardableBuildings.at(identifier.getNum())->setProperty(ObjProperty::VISITORS, visitingHero->id);			break;		case ObjProperty::STRUCTURE_CLEAR_VISITORS:			rewardableBuildings.at(identifier.getNum())->setProperty(ObjProperty::STRUCTURE_CLEAR_VISITORS, NumericID(0));			break;		case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors			rewardableBuildings.at(identifier.getNum())->setProperty(ObjProperty::VISITORS, garrisonHero->id);			break;		case ObjProperty::BONUS_VALUE_FIRST:			bonusValue.first = identifier.getNum();			break;		case ObjProperty::BONUS_VALUE_SECOND:			bonusValue.second = identifier.getNum();			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 getTown()->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 >=getTown()->creatures.size())		return ret;	if (creatures[level].second.empty())		return ret; //no dwelling	const Creature *creature = creatures[level].second.back().toEntity(VLC);	const int base = creature->getGrowth();	int castleBonus = 0;	if(tempOwner.isValidPlayer())	{		auto * playerSettings = cb->getPlayerSettings(tempOwner);		ret.handicapPercentage = playerSettings->handicap.percentGrowth;	}	else		ret.handicapPercentage = 100;	ret.entries.emplace_back(VLC->generaltexth->allTexts[590], base); // \n\nBasic growth %d"	if (hasBuilt(BuildingID::CASTLE))		ret.entries.emplace_back(subID, BuildingID::CASTLE, castleBonus = base);	else if (hasBuilt(BuildingID::CITADEL))		ret.entries.emplace_back(subID, BuildingID::CITADEL, castleBonus = base / 2);	if(getTown()->hordeLvl.at(0) == level)//horde 1		if(hasBuilt(BuildingID::HORDE_1))			ret.entries.emplace_back(subID, BuildingID::HORDE_1, creature->getHorde());	if(getTown()->hordeLvl.at(1) == level)//horde 2		if(hasBuilt(BuildingID::HORDE_2))			ret.entries.emplace_back(subID, BuildingID::HORDE_2, creature->getHorde());	//statue-of-legion-like bonus: % to base+castle	TConstBonusListPtr bonuses2 = getBonusesOfType(BonusType::CREATURE_GROWTH_PERCENT);	for(const auto & b : *bonuses2)	{		const auto growth = b->val * (base + castleBonus) / 100;		if (growth)		{			ret.entries.emplace_back(growth, b->Description(cb, growth));		}	}	//other *-of-legion-like bonuses (%d to growth cumulative with grail)	// Note: bonus uses 1-based levels (Pikeman is level 1), town list uses 0-based (Pikeman in 0-th creatures entry)	TConstBonusListPtr bonuses = getBonusesOfType(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(level+1));	for(const auto & b : *bonuses)		ret.entries.emplace_back(b->val, b->Description(cb));	int dwellingBonus = 0;	if(const PlayerState *p = cb->getPlayerState(tempOwner, false))	{		dwellingBonus = getDwellingBonus(creatures[level].second, p->getOwnedObjects());	}	if(dwellingBonus)		ret.entries.emplace_back(VLC->generaltexth->allTexts[591], dwellingBonus); // \nExternal dwellings %+d	if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth		ret.entries.emplace_back(subID, BuildingID::GRAIL, ret.totalGrowth() / 2);	return ret;}int CGTownInstance::getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<const CGObjectInstance * >& dwellings) const{	int totalBonus = 0;	for (const auto& dwelling : dwellings)	{		const auto & dwellingCreatures = dwelling->asOwnable()->providedCreatures();		bool hasMatch = false;		for (const auto& creature : dwellingCreatures)			hasMatch = vstd::contains(creatureIds, creature);		if (hasMatch)			totalBonus += 1;	}	return totalBonus;}TResources CGTownInstance::dailyIncome() const{	TResources ret;	for(const auto & p : getTown()->buildings)	{		BuildingID buildingUpgrade;		for(const auto & p2 : getTown()->buildings)		{			if (p2.second->upgrade == p.first)			{				buildingUpgrade = p2.first;			}		}		if (!hasBuilt(buildingUpgrade)&&(hasBuilt(p.first)))		{			ret += p.second->produce;		}	}	if (!getOwner().isValidPlayer())		return ret;	const auto & playerSettings = cb->getPlayerSettings(getOwner());	ret.applyHandicap(playerSettings->handicap.percentIncome);	return ret;}std::vector<CreatureID> CGTownInstance::providedCreatures() const{	return {};}bool CGTownInstance::hasFort() const{	return hasBuilt(BuildingID::FORT);}bool CGTownInstance::hasCapitol() const{	return hasBuilt(BuildingID::CAPITOL);}TownFortifications CGTownInstance::fortificationsLevel() const{	auto result = getTown()->fortifications;	for (auto const	& buildingID : builtBuildings)		result += getTown()->buildings.at(buildingID)->fortifications;	if (result.wallsHealth == 0)		return TownFortifications();	return result;}CGTownInstance::CGTownInstance(IGameCallback *cb):	CGDwelling(cb),	built(0),	destroyed(0),	identifier(0),	alignmentToPlayer(PlayerColor::NEUTRAL),	spellResearchCounterDay(0),	spellResearchAcceptedCounter(0),	spellResearchAllowed(true){	this->setNodeType(CBonusSystemNode::TOWN);}CGTownInstance::~CGTownInstance(){	for (auto & elem : rewardableBuildings)		delete elem.second;}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{	return garrisonHero != nullptr;}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() ) == PlayerRelations::ENEMIES)	{		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->startBattle(h, defendingArmy, getSightCenter(), h, defendingHero, BattleLayout::createDefaultLayout(cb, h, defendingArmy), (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	{		assert(h->visitablePos() == this->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.appendRawString(h->commander->getName());			iw.components.emplace_back(ComponentType::CREATURE, h->commander->getId(), h->commander->getCount());			cb->showInfoDialog(&iw);		}	}}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->getNameTranslated(), getNameTranslated());	}	else		logGlobal->warn("Warning, %s tries to leave the town %s but hero is not inside.", h->getNameTranslated(), getNameTranslated());}std::string CGTownInstance::getObjectName() const{	if(ID == Obj::RANDOM_TOWN )		return CGObjectInstance::getObjectName();	return getNameTranslated() + ", " + getTown()->faction->getNameTranslated();}bool CGTownInstance::townEnvisagesBuilding(BuildingSubID::EBuildingSubID subId) const{	return getTown()->getBuildingType(subId) != BuildingID::NONE;}void CGTownInstance::initializeConfigurableBuildings(vstd::RNG & rand){	for(const auto & kvp : getTown()->buildings)	{		if(!kvp.second->rewardableObjectInfo.getParameters().isNull())			rewardableBuildings[kvp.first] = new TownRewardableBuildingInstance(this, kvp.second->bid, rand);	}}DamageRange CGTownInstance::getTowerDamageRange() const{	// http://heroes.thelazy.net/wiki/Arrow_tower	// base damage, irregardless of town level	static constexpr int baseDamage = 6;	// extra damage, for each building in town	static constexpr int extraDamage = 1;	const int minDamage = baseDamage + extraDamage * getTownLevel();	return {		minDamage,		minDamage * 2	};}DamageRange CGTownInstance::getKeepDamageRange() const{	// http://heroes.thelazy.net/wiki/Arrow_tower	// base damage, irregardless of town level	static constexpr int baseDamage = 10;	// extra damage, for each building in town	static constexpr int extraDamage = 2;	const int minDamage = baseDamage + extraDamage * getTownLevel();	return {		minDamage,		minDamage * 2	};}FactionID CGTownInstance::randomizeFaction(vstd::RNG & rand){	if(getOwner().isValidPlayer())		return cb->gameState()->scenarioOps->getIthPlayersSettings(getOwner()).castle;	if(alignmentToPlayer.isValidPlayer())		return cb->gameState()->scenarioOps->getIthPlayersSettings(alignmentToPlayer).castle;	std::vector<FactionID> potentialPicks;	for (FactionID faction(0); faction < FactionID(VLC->townh->size()); ++faction)		if (VLC->factions()->getById(faction)->hasTown())			potentialPicks.push_back(faction);	assert(!potentialPicks.empty());	return *RandomGeneratorUtil::nextItem(potentialPicks, rand);}void CGTownInstance::pickRandomObject(vstd::RNG & rand){	assert(ID == MapObjectID::TOWN || ID == MapObjectID::RANDOM_TOWN);	if (ID == MapObjectID::RANDOM_TOWN)	{		ID = MapObjectID::TOWN;		subID = randomizeFaction(rand);	}	assert(ID == Obj::TOWN); // just in case	setType(ID, subID);	randomizeArmy(getFactionID());	updateAppearance();}void CGTownInstance::initObj(vstd::RNG & rand) ///initialize town structures{	blockVisit = true;	if(townEnvisagesBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example		creatures.resize(getTown()->creatures.size() + 1);	else		creatures.resize(getTown()->creatures.size());	for (int level = 0; level < getTown()->creatures.size(); level++)	{		BuildingID buildID = BuildingID(BuildingID::getDwellingFromLevel(level, 0));		int upgradeNum = 0;		for (; getTown()->buildings.count(buildID); upgradeNum++, BuildingID::advanceDwelling(buildID))		{			if (hasBuilt(buildID) && getTown()->creatures.at(level).size() > upgradeNum)				creatures[level].second.push_back(getTown()->creatures[level][upgradeNum]);		}	}	initializeConfigurableBuildings(rand);	initializeNeutralTownGarrison(rand);	recreateBuildingsBonuses();	updateAppearance();}void CGTownInstance::initializeNeutralTownGarrison(vstd::RNG & rand){	struct RandomGuardsInfo{		int tier;		int chance;		int min;		int max;	};	constexpr std::array<RandomGuardsInfo, 4> randomGuards = {		RandomGuardsInfo{ 0, 33, 8, 15 },		RandomGuardsInfo{ 1, 33, 5,  7 },		RandomGuardsInfo{ 2, 20, 3,  5 },		RandomGuardsInfo{ 3, 14, 1,  3 },	};	// Only neutral towns may get initial garrison	if (getOwner().isValidPlayer())		return;	// Only towns with garrison not set in map editor may get initial garrison	// FIXME: H3 editor allow explicitly empty garrison, but vcmi loses this flag on load	if (stacksCount() > 0)		return;	for (auto const & guard : randomGuards)	{		if (rand.nextInt(99) >= guard.chance)			continue;		CreatureID guardID = getTown()->creatures[guard.tier].at(0);		int guardSize = rand.nextInt(guard.min, guard.max);		putStack(getFreeSlot(), new CStackInstance(guardID, guardSize));	}}void CGTownInstance::newTurn(vstd::RNG & rand) const{	for(const auto & building : rewardableBuildings)		building.second->newTurn(rand);			if(hasBuilt(BuildingSubID::BANK) && bonusValue.second > 0)	{		TResources res;		res[EGameResID::GOLD] = -500;		cb->giveResources(getOwner(), res);		cb->setObjPropertyValue(id, ObjProperty::BONUS_VALUE_SECOND, bonusValue.second - 500);	}}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(+1,2,0)};}CGTownInstance::EGeneratorState CGTownInstance::shipyardStatus() const{	if (!hasBuilt(BuildingID::SHIPYARD))		return EGeneratorState::UNKNOWN;	return IShipyard::shipyardStatus();}const IObjectInterface * CGTownInstance::getObject() const{	return this;}void CGTownInstance::mergeGarrisonOnSiege() const{	auto getWeakestStackSlot = [&](ui64 powerLimit)	{		std::vector<SlotID> weakSlots;		auto stacksList = visitingHero->stacks;		std::pair<SlotID, CStackInstance *> pair;		while(!stacksList.empty())		{			pair = *vstd::minElementByFun(stacksList, [&](const 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.empty())			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, [&](const 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(const 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 (const auto & otherTown : state->getTowns())		{			if (otherTown != this && otherTown->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));	}}BoatId CGTownInstance::getBoatType() const{	return getTown()->faction->boatType;}int CGTownInstance::getMarketEfficiency() const{	if(!hasBuiltSomeTradeBuilding())		return 0;	const PlayerState *p = cb->getPlayerState(tempOwner);	assert(p);	int marketCount = 0;	for(const CGTownInstance *t : p->getTowns())		if(t->hasBuiltSomeTradeBuilding())			marketCount++;	return marketCount;}std::vector<TradeItemBuy> CGTownInstance::availableItemsIds(EMarketMode mode) const{	if(mode == EMarketMode::RESOURCE_ARTIFACT)	{		std::vector<TradeItemBuy> ret;		for(const ArtifactID a : cb->gameState()->map->townMerchantArtifacts)			ret.push_back(a);		return ret;	}	else if ( mode == EMarketMode::RESOURCE_SKILL )	{		return cb->gameState()->map->townUniversitySkills;	}	else		return IMarket::availableItemsIds(mode);}ObjectInstanceID CGTownInstance::getObjInstanceID() const{	return id;}void CGTownInstance::updateAppearance(){	auto terrain = cb->gameState()->getTile(visitablePos())->getTerrainID();	//FIXME: not the best way to do this	auto app = getObjectHandler()->getOverride(terrain, this);	if (app)		appearance = app;}std::string CGTownInstance::nodeName() const{	return "Town (" + getTown()->faction->getNameTranslated() + ") of " + getNameTranslated();}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()(BonusSource::ARMY).And(Selector::type()(BonusType::MORALE)));	if(!b)	{		b = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, 0, BonusSourceID());		addNewBonus(b);	}	if (garrisonHero)	{		b->val = 0;		CBonusSystemNode::treeHasChanged();	}	else		CArmedInstance::updateMoraleBonusFromArmy();}void CGTownInstance::recreateBuildingsBonuses(){	BonusList bl;	getExportedBonusList().getBonuses(bl, Selector::sourceType()(BonusSource::TOWN_STRUCTURE));	for(const auto & b : bl)		removeBonus(b);	for(const auto & bid : builtBuildings)	{		bool bonusesReplacedByUpgrade = false;		for(const auto & upgradeID : builtBuildings)		{			const auto & upgrade = getTown()->buildings.at(upgradeID);			if (upgrade->getBase() == bid && upgrade->upgradeReplacesBonuses)				bonusesReplacedByUpgrade = true;		}		// bonuses from this building are disabled and replaced by bonuses from an upgrade		if (bonusesReplacedByUpgrade)			continue;		auto building = getTown()->buildings.at(bid);		if(building->buildingBonuses.empty())			continue;		for(auto & bonus : building->buildingBonuses)			addNewBonus(bonus);	}}void CGTownInstance::setVisitingHero(CGHeroInstance *h){	if(visitingHero.get() == h)		return;		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){	if(garrisonHero.get() == h)		return;		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;}int CGTownInstance::getTownLevel() const{	// count all buildings that are not upgrades	int level = 0;	for(const auto & bid : builtBuildings)	{		if(getTown()->buildings.at(bid)->upgrade == BuildingID::NONE)			level++;	}	return level;}CBonusSystemNode & CGTownInstance::whatShouldBeAttached(){	return townAndVis;}std::string CGTownInstance::getNameTranslated() const{	return VLC->generaltexth->translate(nameTextId);}std::string CGTownInstance::getNameTextID() const{	return nameTextId;}void CGTownInstance::setNameTextId( const std::string & newName ){	nameTextId = newName;}const CArmedInstance * CGTownInstance::getUpperArmy() const{	if(garrisonHero)		return garrisonHero;	return this;}bool CGTownInstance::hasBuiltSomeTradeBuilding() const{	return availableModes().empty() ? false : true;}bool CGTownInstance::hasBuilt(BuildingSubID::EBuildingSubID buildingID) const{	for(const auto & bid : builtBuildings)	{		if(getTown()->buildings.at(bid)->subId == buildingID)			return true;	}	return false;}bool CGTownInstance::hasBuilt(const BuildingID & buildingID) const{	return vstd::contains(builtBuildings, buildingID);}bool CGTownInstance::hasBuilt(const BuildingID & buildingID, FactionID townID) const{	if (townID == getTown()->faction->getId() || townID == FactionID::ANY)		return hasBuilt(buildingID);	return false;}void CGTownInstance::addBuilding(const BuildingID & buildingID){	if(buildingID == BuildingID::NONE)		return;	builtBuildings.insert(buildingID);}std::set<EMarketMode> CGTownInstance::availableModes() const{	std::set<EMarketMode> result;	for (const auto & buildingID : builtBuildings)	{		const auto * buildingPtr = getTown()->buildings.at(buildingID).get();		result.insert(buildingPtr->marketModes.begin(), buildingPtr->marketModes.end());	}	return result;}void CGTownInstance::removeBuilding(const BuildingID & buildingID){	if(!vstd::contains(builtBuildings, buildingID))		return;	builtBuildings.erase(buildingID);}void CGTownInstance::removeAllBuildings(){	builtBuildings.clear();}std::set<BuildingID> CGTownInstance::getBuildings() const{	return builtBuildings;}TResources CGTownInstance::getBuildingCost(const BuildingID & buildingID) const{	if (vstd::contains(getTown()->buildings, buildingID))		return getTown()->buildings.at(buildingID)->resources;	else	{		logGlobal->error("Town %s at %s has no possible building %d!", getNameTranslated(), anchorPos().toString(), buildingID.toEnum());		return TResources();	}}CBuilding::TRequired CGTownInstance::genBuildingRequirements(const BuildingID & buildID, bool deep) const{	const CBuilding * building = getTown()->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	{		if (getTown()->buildings.count(id) == 0)		{			logMod->error("Invalid building ID %d in building dependencies!", id.getNum());			return CBuilding::TRequired::OperatorAll();		}		const CBuilding * build = getTown()->buildings.at(id);		CBuilding::TRequired::OperatorAll requirements;		if (!hasBuilt(id))		{			if (deep)				requirements.expressions.emplace_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 = getTown()->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->setObjPropertyValue(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors	else if(garrisonHero == h)		cb->setObjPropertyValue(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->getNameTranslated(), structureInstanceID);		throw std::runtime_error("unexpected hero in CGTownInstance::addHeroToStructureVisitors");	}}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);	cb->changeFogOfWar(getSightCenter(), getSightRadius(), winner, ETileVisibility::REVEALED);}void CGTownInstance::afterAddToMap(CMap * map){	map->towns.emplace_back(this);}void CGTownInstance::afterRemoveFromMap(CMap * map){	vstd::erase_if_present(map->towns, this);}void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler){	CGObjectInstance::serializeJsonOwner(handler);	if(!handler.saving)		handler.serializeEnum("tightFormation", formation, NArmyFormation::names); //for old format	CArmedInstance::serializeJsonOptions(handler);	handler.serializeString("name", nameTextId);	{		auto decodeBuilding = [this](const std::string & identifier) -> si32		{			auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), getTown()->getBuildingScope(), identifier);			if(rawId)				return rawId.value();			else				return -1;		};		auto encodeBuilding = [this](si32 index) -> std::string		{			return getTown()->buildings.at(BuildingID(index))->getJsonKey();		};		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.getNum());				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.getNum());				customBuildings = true;			}			if(customBuildings)				handler.serializeLIC("buildings", buildingsLIC);			else				handler.serializeBool("hasFort",hasFort);		}		else		{			handler.serializeLIC("buildings", buildingsLIC);			addBuilding(BuildingID::VILLAGE_HALL);			if(buildingsLIC.none.empty() && buildingsLIC.all.empty())			{				addBuilding(BuildingID::DEFAULT);				bool hasFort = false;				handler.serializeBool("hasFort",hasFort);				if(hasFort)					addBuilding(BuildingID::FORT);			}			else			{				for(const si32 item : buildingsLIC.none)					forbiddenBuildings.insert(BuildingID(item));				for(const si32 item : buildingsLIC.all)					addBuilding(BuildingID(item));			}		}	}	{		handler.serializeIdArray( "possibleSpells", possibleSpells);		handler.serializeIdArray( "obligatorySpells", obligatorySpells);	}	{		auto eventsHandler = handler.enterArray("events");		eventsHandler.syncSize(events, JsonNode::JsonType::DATA_VECTOR);		eventsHandler.serializeStruct(events);	}}const CFaction * CGTownInstance::getFaction() const{	return getFactionID().toFaction();}const CTown * CGTownInstance::getTown() const{	if(ID == Obj::RANDOM_TOWN)		return VLC->townh->randomTown;	return getFaction()->town;}FactionID CGTownInstance::getFactionID() const{	return FactionID(subID.getNum());}TerrainId CGTownInstance::getNativeTerrain() const{	return getTown()->faction->getNativeTerrain();}ArtifactID CGTownInstance::getWarMachineInBuilding(BuildingID building) const{	if (builtBuildings.count(building) == 0)		return ArtifactID::NONE;	if (building == BuildingID::BLACKSMITH && getTown()->warMachineDeprecated.hasValue())		return getTown()->warMachineDeprecated.toCreature()->warMachine;	return getTown()->buildings.at(building)->warMachine;}bool CGTownInstance::isWarMachineAvailable(ArtifactID warMachine) const{	for (auto const & buildingID : builtBuildings)		if (getTown()->buildings.at(buildingID)->warMachine == warMachine)			return true;	if (builtBuildings.count(BuildingID::BLACKSMITH) &&	   getTown()->warMachineDeprecated.hasValue() &&	   getTown()->warMachineDeprecated.toCreature()->warMachine == warMachine)		return true;	return false;}GrowthInfo::Entry::Entry(const std::string &format, int _count)	: count(_count){	MetaString formatter;	formatter.appendRawString(format);	formatter.replacePositiveNumber(count);	description = formatter.toString();}GrowthInfo::Entry::Entry(int subID, const BuildingID & building, int _count): count(_count){	MetaString formatter;	formatter.appendRawString("%s %+d");	formatter.replaceRawString(FactionID(subID).toFaction()->town->buildings.at(building)->getNameTranslated());	formatter.replacePositiveNumber(count);	description = formatter.toString();}GrowthInfo::Entry::Entry(int _count, std::string fullDescription):	count(_count),	description(std::move(fullDescription)){}CTownAndVisitingHero::CTownAndVisitingHero(){	setNodeType(TOWN_AND_VISITOR);}int GrowthInfo::totalGrowth() const{	int ret = 0;	for(const Entry &entry : entries)		ret += entry.count;	// always round up income - we don't want buildings to always produce zero if handicap in use	return vstd::divideAndCeil(ret * handicapPercentage, 100);}void CGTownInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const{	for(const CGTownInstance::TCreaturesSet::value_type & dwelling : creatures)	{		if (vstd::contains(dwelling.second, stack.getId())) //Dwelling with our creature		{			for(const auto & upgrID : dwelling.second)			{				if(vstd::contains(stack.getCreature()->upgrades, upgrID)) //possible upgrade				{					info.addUpgrade(upgrID, stack.getType());				}			}		}	}}void CGTownInstance::postDeserialize(){	setNodeType(CBonusSystemNode::TOWN);	for(auto & building : rewardableBuildings)		building.second->town = this;}std::map<BuildingID, TownRewardableBuildingInstance*> CGTownInstance::convertOldBuildings(std::vector<TownRewardableBuildingInstance*> oldVector){	std::map<BuildingID, TownRewardableBuildingInstance*> result;	for(auto & building : oldVector)	{		result[building->getBuildingType()] = new TownRewardableBuildingInstance(*building);		delete building;	}	return result;}VCMI_LIB_NAMESPACE_END
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