CGTownInstance.cpp 34 KB

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  1. /*
  2. * CGTownInstance.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGTownInstance.h"
  12. #include "TownBuildingInstance.h"
  13. #include "../spells/CSpellHandler.h"
  14. #include "../bonuses/Bonus.h"
  15. #include "../battle/IBattleInfoCallback.h"
  16. #include "../CConfigHandler.h"
  17. #include "../texts/CGeneralTextHandler.h"
  18. #include "../IGameCallback.h"
  19. #include "../gameState/CGameState.h"
  20. #include "../mapping/CMap.h"
  21. #include "../CPlayerState.h"
  22. #include "../StartInfo.h"
  23. #include "../TerrainHandler.h"
  24. #include "../entities/building/CBuilding.h"
  25. #include "../entities/faction/CTownHandler.h"
  26. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  27. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  28. #include "../mapObjects/CGHeroInstance.h"
  29. #include "../modding/ModScope.h"
  30. #include "../networkPacks/StackLocation.h"
  31. #include "../networkPacks/PacksForClient.h"
  32. #include "../networkPacks/PacksForClientBattle.h"
  33. #include "../serializer/JsonSerializeFormat.h"
  34. #include <vstd/RNG.h>
  35. VCMI_LIB_NAMESPACE_BEGIN
  36. int CGTownInstance::getSightRadius() const //returns sight distance
  37. {
  38. auto ret = CBuilding::HEIGHT_NO_TOWER;
  39. for(const auto & bid : builtBuildings)
  40. {
  41. if(bid.IsSpecialOrGrail())
  42. {
  43. auto height = town->buildings.at(bid)->height;
  44. if(ret < height)
  45. ret = height;
  46. }
  47. }
  48. return ret;
  49. }
  50. void CGTownInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
  51. {
  52. ///this is freakin' overcomplicated solution
  53. switch (what)
  54. {
  55. case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
  56. rewardableBuildings.at(identifier.getNum())->setProperty(ObjProperty::VISITORS, visitingHero->id);
  57. break;
  58. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  59. rewardableBuildings.at(identifier.getNum())->setProperty(ObjProperty::STRUCTURE_CLEAR_VISITORS, NumericID(0));
  60. break;
  61. case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
  62. rewardableBuildings.at(identifier.getNum())->setProperty(ObjProperty::VISITORS, garrisonHero->id);
  63. break;
  64. case ObjProperty::BONUS_VALUE_FIRST:
  65. bonusValue.first = identifier.getNum();
  66. break;
  67. case ObjProperty::BONUS_VALUE_SECOND:
  68. bonusValue.second = identifier.getNum();
  69. break;
  70. }
  71. }
  72. CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
  73. {
  74. if (hasBuilt(BuildingID::CASTLE))
  75. return CASTLE;
  76. if (hasBuilt(BuildingID::CITADEL))
  77. return CITADEL;
  78. if (hasBuilt(BuildingID::FORT))
  79. return FORT;
  80. return NONE;
  81. }
  82. int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  83. {
  84. if (hasBuilt(BuildingID::CAPITOL))
  85. return 3;
  86. if (hasBuilt(BuildingID::CITY_HALL))
  87. return 2;
  88. if (hasBuilt(BuildingID::TOWN_HALL))
  89. return 1;
  90. if (hasBuilt(BuildingID::VILLAGE_HALL))
  91. return 0;
  92. return -1;
  93. }
  94. int CGTownInstance::mageGuildLevel() const
  95. {
  96. if (hasBuilt(BuildingID::MAGES_GUILD_5))
  97. return 5;
  98. if (hasBuilt(BuildingID::MAGES_GUILD_4))
  99. return 4;
  100. if (hasBuilt(BuildingID::MAGES_GUILD_3))
  101. return 3;
  102. if (hasBuilt(BuildingID::MAGES_GUILD_2))
  103. return 2;
  104. if (hasBuilt(BuildingID::MAGES_GUILD_1))
  105. return 1;
  106. return 0;
  107. }
  108. int CGTownInstance::getHordeLevel(const int & HID) const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  109. {
  110. return town->hordeLvl.at(HID);
  111. }
  112. int CGTownInstance::creatureGrowth(const int & level) const
  113. {
  114. return getGrowthInfo(level).totalGrowth();
  115. }
  116. GrowthInfo CGTownInstance::getGrowthInfo(int level) const
  117. {
  118. GrowthInfo ret;
  119. if (level<0 || level >=town->creatures.size())
  120. return ret;
  121. if (creatures[level].second.empty())
  122. return ret; //no dwelling
  123. const Creature *creature = creatures[level].second.back().toEntity(VLC);
  124. const int base = creature->getGrowth();
  125. int castleBonus = 0;
  126. if(tempOwner.isValidPlayer())
  127. {
  128. auto * playerSettings = cb->getPlayerSettings(tempOwner);
  129. ret.handicapPercentage = playerSettings->handicap.percentGrowth;
  130. }
  131. else
  132. ret.handicapPercentage = 100;
  133. ret.entries.emplace_back(VLC->generaltexth->allTexts[590], base); // \n\nBasic growth %d"
  134. if (hasBuilt(BuildingID::CASTLE))
  135. ret.entries.emplace_back(subID, BuildingID::CASTLE, castleBonus = base);
  136. else if (hasBuilt(BuildingID::CITADEL))
  137. ret.entries.emplace_back(subID, BuildingID::CITADEL, castleBonus = base / 2);
  138. if(town->hordeLvl.at(0) == level)//horde 1
  139. if(hasBuilt(BuildingID::HORDE_1))
  140. ret.entries.emplace_back(subID, BuildingID::HORDE_1, creature->getHorde());
  141. if(town->hordeLvl.at(1) == level)//horde 2
  142. if(hasBuilt(BuildingID::HORDE_2))
  143. ret.entries.emplace_back(subID, BuildingID::HORDE_2, creature->getHorde());
  144. //statue-of-legion-like bonus: % to base+castle
  145. TConstBonusListPtr bonuses2 = getBonuses(Selector::type()(BonusType::CREATURE_GROWTH_PERCENT));
  146. for(const auto & b : *bonuses2)
  147. {
  148. const auto growth = b->val * (base + castleBonus) / 100;
  149. if (growth)
  150. {
  151. ret.entries.emplace_back(growth, b->Description(growth));
  152. }
  153. }
  154. //other *-of-legion-like bonuses (%d to growth cumulative with grail)
  155. // Note: bonus uses 1-based levels (Pikeman is level 1), town list uses 0-based (Pikeman in 0-th creatures entry)
  156. TConstBonusListPtr bonuses = getBonuses(Selector::typeSubtype(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(level+1)));
  157. for(const auto & b : *bonuses)
  158. ret.entries.emplace_back(b->val, b->Description());
  159. int dwellingBonus = 0;
  160. if(const PlayerState *p = cb->getPlayerState(tempOwner, false))
  161. {
  162. dwellingBonus = getDwellingBonus(creatures[level].second, p->getOwnedObjects());
  163. }
  164. if(dwellingBonus)
  165. ret.entries.emplace_back(VLC->generaltexth->allTexts[591], dwellingBonus); // \nExternal dwellings %+d
  166. if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth
  167. ret.entries.emplace_back(subID, BuildingID::GRAIL, ret.totalGrowth() / 2);
  168. return ret;
  169. }
  170. int CGTownInstance::getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<const CGObjectInstance * >& dwellings) const
  171. {
  172. int totalBonus = 0;
  173. for (const auto& dwelling : dwellings)
  174. {
  175. const auto & dwellingCreatures = dwelling->asOwnable()->providedCreatures();
  176. bool hasMatch = false;
  177. for (const auto& creature : dwellingCreatures)
  178. hasMatch = vstd::contains(creatureIds, creature);
  179. if (hasMatch)
  180. totalBonus += 1;
  181. }
  182. return totalBonus;
  183. }
  184. TResources CGTownInstance::dailyIncome() const
  185. {
  186. TResources ret;
  187. for(const auto & p : town->buildings)
  188. {
  189. BuildingID buildingUpgrade;
  190. for(const auto & p2 : town->buildings)
  191. {
  192. if (p2.second->upgrade == p.first)
  193. {
  194. buildingUpgrade = p2.first;
  195. }
  196. }
  197. if (!hasBuilt(buildingUpgrade)&&(hasBuilt(p.first)))
  198. {
  199. ret += p.second->produce;
  200. }
  201. }
  202. const auto & playerSettings = cb->getPlayerSettings(getOwner());
  203. ret.applyHandicap(playerSettings->handicap.percentIncome);
  204. return ret;
  205. }
  206. std::vector<CreatureID> CGTownInstance::providedCreatures() const
  207. {
  208. return {};
  209. }
  210. bool CGTownInstance::hasFort() const
  211. {
  212. return hasBuilt(BuildingID::FORT);
  213. }
  214. bool CGTownInstance::hasCapitol() const
  215. {
  216. return hasBuilt(BuildingID::CAPITOL);
  217. }
  218. CGTownInstance::CGTownInstance(IGameCallback *cb):
  219. CGDwelling(cb),
  220. town(nullptr),
  221. built(0),
  222. destroyed(0),
  223. identifier(0),
  224. alignmentToPlayer(PlayerColor::NEUTRAL)
  225. {
  226. this->setNodeType(CBonusSystemNode::TOWN);
  227. }
  228. CGTownInstance::~CGTownInstance()
  229. {
  230. for (auto & elem : rewardableBuildings)
  231. delete elem.second;
  232. }
  233. int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const
  234. {
  235. if(checkGuild && mageGuildLevel() < level)
  236. return 0;
  237. int ret = 6 - level; //how many spells are available at this level
  238. if (hasBuilt(BuildingSubID::LIBRARY))
  239. ret++;
  240. return ret;
  241. }
  242. bool CGTownInstance::needsLastStack() const
  243. {
  244. return garrisonHero != nullptr;
  245. }
  246. void CGTownInstance::setOwner(const PlayerColor & player) const
  247. {
  248. removeCapitols(player);
  249. cb->setOwner(this, player);
  250. }
  251. void CGTownInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
  252. {
  253. for (auto building : rewardableBuildings)
  254. building.second->blockingDialogAnswered(hero, answer); // FIXME: why call for every building?
  255. }
  256. void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
  257. {
  258. if(cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ) == PlayerRelations::ENEMIES)
  259. {
  260. if(armedGarrison() || visitingHero)
  261. {
  262. const CGHeroInstance * defendingHero = visitingHero ? visitingHero : garrisonHero;
  263. const CArmedInstance * defendingArmy = defendingHero ? (CArmedInstance *)defendingHero : this;
  264. const bool isBattleOutside = isBattleOutsideTown(defendingHero);
  265. if(!isBattleOutside && visitingHero && defendingHero == visitingHero)
  266. {
  267. //we have two approaches to merge armies: mergeGarrisonOnSiege() and used in the CGameHandler::garrisonSwap(ObjectInstanceID tid)
  268. auto * nodeSiege = defendingHero->whereShouldBeAttachedOnSiege(isBattleOutside);
  269. if(nodeSiege == (CBonusSystemNode *)this)
  270. cb->swapGarrisonOnSiege(this->id);
  271. const_cast<CGHeroInstance *>(defendingHero)->inTownGarrison = false; //hack to return visitor from garrison after battle
  272. }
  273. cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (isBattleOutside ? nullptr : this));
  274. }
  275. else
  276. {
  277. auto heroColor = h->getOwner();
  278. onTownCaptured(heroColor);
  279. if(cb->gameState()->getPlayerStatus(heroColor) == EPlayerStatus::WINNER)
  280. {
  281. return; //we just won game, we do not need to perform any extra actions
  282. //TODO: check how does H3 behave, visiting town on victory can affect campaigns (spells learned, +1 stat building visited)
  283. }
  284. cb->heroVisitCastle(this, h);
  285. }
  286. }
  287. else
  288. {
  289. assert(h->visitablePos() == this->visitablePos());
  290. bool commander_recover = h->commander && !h->commander->alive;
  291. if (commander_recover) // rise commander from dead
  292. {
  293. SetCommanderProperty scp;
  294. scp.heroid = h->id;
  295. scp.which = SetCommanderProperty::ALIVE;
  296. scp.amount = 1;
  297. cb->sendAndApply(&scp);
  298. }
  299. cb->heroVisitCastle(this, h);
  300. // TODO(vmarkovtsev): implement payment for rising the commander
  301. if (commander_recover) // info window about commander
  302. {
  303. InfoWindow iw;
  304. iw.player = h->tempOwner;
  305. iw.text.appendRawString(h->commander->getName());
  306. iw.components.emplace_back(ComponentType::CREATURE, h->commander->getId(), h->commander->getCount());
  307. cb->showInfoDialog(&iw);
  308. }
  309. }
  310. }
  311. void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const
  312. {
  313. //FIXME: find out why this issue appears on random maps
  314. if(visitingHero == h)
  315. {
  316. cb->stopHeroVisitCastle(this, h);
  317. logGlobal->trace("%s correctly left town %s", h->getNameTranslated(), getNameTranslated());
  318. }
  319. else
  320. logGlobal->warn("Warning, %s tries to leave the town %s but hero is not inside.", h->getNameTranslated(), getNameTranslated());
  321. }
  322. std::string CGTownInstance::getObjectName() const
  323. {
  324. return getNameTranslated() + ", " + town->faction->getNameTranslated();
  325. }
  326. bool CGTownInstance::townEnvisagesBuilding(BuildingSubID::EBuildingSubID subId) const
  327. {
  328. return town->getBuildingType(subId) != BuildingID::NONE;
  329. }
  330. void CGTownInstance::initializeConfigurableBuildings(vstd::RNG & rand)
  331. {
  332. for(const auto & kvp : town->buildings)
  333. {
  334. if(!kvp.second->rewardableObjectInfo.getParameters().isNull())
  335. rewardableBuildings[kvp.first] = new TownRewardableBuildingInstance(this, kvp.second->bid, rand);
  336. }
  337. }
  338. DamageRange CGTownInstance::getTowerDamageRange() const
  339. {
  340. assert(hasBuilt(BuildingID::CASTLE));
  341. // http://heroes.thelazy.net/wiki/Arrow_tower
  342. // base damage, irregardless of town level
  343. static constexpr int baseDamage = 6;
  344. // extra damage, for each building in town
  345. static constexpr int extraDamage = 1;
  346. const int minDamage = baseDamage + extraDamage * getTownLevel();
  347. return {
  348. minDamage,
  349. minDamage * 2
  350. };
  351. }
  352. DamageRange CGTownInstance::getKeepDamageRange() const
  353. {
  354. assert(hasBuilt(BuildingID::CITADEL));
  355. // http://heroes.thelazy.net/wiki/Arrow_tower
  356. // base damage, irregardless of town level
  357. static constexpr int baseDamage = 10;
  358. // extra damage, for each building in town
  359. static constexpr int extraDamage = 2;
  360. const int minDamage = baseDamage + extraDamage * getTownLevel();
  361. return {
  362. minDamage,
  363. minDamage * 2
  364. };
  365. }
  366. FactionID CGTownInstance::randomizeFaction(vstd::RNG & rand)
  367. {
  368. if(getOwner().isValidPlayer())
  369. return cb->gameState()->scenarioOps->getIthPlayersSettings(getOwner()).castle;
  370. if(alignmentToPlayer.isValidPlayer())
  371. return cb->gameState()->scenarioOps->getIthPlayersSettings(alignmentToPlayer).castle;
  372. std::vector<FactionID> potentialPicks;
  373. for (FactionID faction(0); faction < FactionID(VLC->townh->size()); ++faction)
  374. if (VLC->factions()->getById(faction)->hasTown())
  375. potentialPicks.push_back(faction);
  376. assert(!potentialPicks.empty());
  377. return *RandomGeneratorUtil::nextItem(potentialPicks, rand);
  378. }
  379. void CGTownInstance::pickRandomObject(vstd::RNG & rand)
  380. {
  381. assert(ID == MapObjectID::TOWN || ID == MapObjectID::RANDOM_TOWN);
  382. if (ID == MapObjectID::RANDOM_TOWN)
  383. {
  384. ID = MapObjectID::TOWN;
  385. subID = randomizeFaction(rand);
  386. }
  387. assert(ID == Obj::TOWN); // just in case
  388. setType(ID, subID);
  389. town = (*VLC->townh)[getFaction()]->town;
  390. randomizeArmy(getFaction());
  391. updateAppearance();
  392. }
  393. void CGTownInstance::initObj(vstd::RNG & rand) ///initialize town structures
  394. {
  395. blockVisit = true;
  396. if(townEnvisagesBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example
  397. creatures.resize(town->creatures.size() + 1);
  398. else
  399. creatures.resize(town->creatures.size());
  400. for (int level = 0; level < town->creatures.size(); level++)
  401. {
  402. BuildingID buildID = BuildingID(BuildingID::getDwellingFromLevel(level, 0));
  403. int upgradeNum = 0;
  404. for (; town->buildings.count(buildID); upgradeNum++, buildID.advance(town->creatures.size()))
  405. {
  406. if (hasBuilt(buildID) && town->creatures.at(level).size() > upgradeNum)
  407. creatures[level].second.push_back(town->creatures[level][upgradeNum]);
  408. }
  409. }
  410. initializeConfigurableBuildings(rand);
  411. recreateBuildingsBonuses();
  412. updateAppearance();
  413. }
  414. void CGTownInstance::newTurn(vstd::RNG & rand) const
  415. {
  416. if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week
  417. {
  418. if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
  419. {
  420. std::vector<SlotID> nativeCrits; //slots
  421. for(const auto & elem : Slots())
  422. {
  423. if (elem.second->type->getFaction() == getFaction()) //native
  424. {
  425. nativeCrits.push_back(elem.first); //collect matching slots
  426. }
  427. }
  428. if(!nativeCrits.empty())
  429. {
  430. SlotID pos = *RandomGeneratorUtil::nextItem(nativeCrits, rand);
  431. StackLocation sl(this, pos);
  432. const CCreature *c = getCreature(pos);
  433. if (rand.nextInt(99) < 90 || c->upgrades.empty()) //increase number if no upgrade available
  434. {
  435. cb->changeStackCount(sl, c->getGrowth());
  436. }
  437. else //upgrade
  438. {
  439. cb->changeStackType(sl, c->upgrades.begin()->toCreature());
  440. }
  441. }
  442. if ((stacksCount() < GameConstants::ARMY_SIZE && rand.nextInt(99) < 25) || Slots().empty()) //add new stack
  443. {
  444. int i = rand.nextInt(std::min((int)town->creatures.size(), cb->getDate(Date::MONTH) << 1) - 1);
  445. if (!town->creatures[i].empty())
  446. {
  447. CreatureID c = town->creatures[i][0];
  448. SlotID n;
  449. TQuantity count = creatureGrowth(i);
  450. if (!count) // no dwelling
  451. count = VLC->creatures()->getById(c)->getGrowth();
  452. {//no lower tiers or above current month
  453. if ((n = getSlotFor(c)).validSlot())
  454. {
  455. StackLocation sl(this, n);
  456. if (slotEmpty(n))
  457. cb->insertNewStack(sl, c.toCreature(), count);
  458. else //add to existing
  459. cb->changeStackCount(sl, count);
  460. }
  461. }
  462. }
  463. }
  464. }
  465. }
  466. for(const auto & building : rewardableBuildings)
  467. building.second->newTurn(rand);
  468. if(hasBuilt(BuildingSubID::BANK) && bonusValue.second > 0)
  469. {
  470. TResources res;
  471. res[EGameResID::GOLD] = -500;
  472. cb->giveResources(getOwner(), res);
  473. cb->setObjPropertyValue(id, ObjProperty::BONUS_VALUE_SECOND, bonusValue.second - 500);
  474. }
  475. }
  476. /*
  477. int3 CGTownInstance::getSightCenter() const
  478. {
  479. return pos - int3(2,0,0);
  480. }
  481. */
  482. bool CGTownInstance::passableFor(PlayerColor color) const
  483. {
  484. if (!armedGarrison())//empty castle - anyone can visit
  485. return true;
  486. if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit
  487. return false;
  488. return cb->getPlayerRelations(tempOwner, color) != PlayerRelations::ENEMIES;
  489. }
  490. void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const
  491. {
  492. offsets = {int3(-1,2,0), int3(+1,2,0)};
  493. }
  494. CGTownInstance::EGeneratorState CGTownInstance::shipyardStatus() const
  495. {
  496. if (!hasBuilt(BuildingID::SHIPYARD))
  497. return EGeneratorState::UNKNOWN;
  498. return IShipyard::shipyardStatus();
  499. }
  500. const IObjectInterface * CGTownInstance::getObject() const
  501. {
  502. return this;
  503. }
  504. void CGTownInstance::mergeGarrisonOnSiege() const
  505. {
  506. auto getWeakestStackSlot = [&](ui64 powerLimit)
  507. {
  508. std::vector<SlotID> weakSlots;
  509. auto stacksList = visitingHero->stacks;
  510. std::pair<SlotID, CStackInstance *> pair;
  511. while(!stacksList.empty())
  512. {
  513. pair = *vstd::minElementByFun(stacksList, [&](const std::pair<SlotID, CStackInstance *> & elem) { return elem.second->getPower(); });
  514. if(powerLimit > pair.second->getPower() &&
  515. (weakSlots.empty() || pair.second->getPower() == visitingHero->getStack(weakSlots.front()).getPower()))
  516. {
  517. weakSlots.push_back(pair.first);
  518. stacksList.erase(pair.first);
  519. }
  520. else
  521. break;
  522. }
  523. if(!weakSlots.empty())
  524. return *std::max_element(weakSlots.begin(), weakSlots.end());
  525. return SlotID();
  526. };
  527. auto count = static_cast<int>(stacks.size());
  528. for(int i = 0; i < count; i++)
  529. {
  530. auto pair = *vstd::maxElementByFun(stacks, [&](const std::pair<SlotID, CStackInstance *> & elem)
  531. {
  532. ui64 power = elem.second->getPower();
  533. auto dst = visitingHero->getSlotFor(elem.second->getCreatureID());
  534. if(dst.validSlot() && visitingHero->hasStackAtSlot(dst))
  535. power += visitingHero->getStack(dst).getPower();
  536. return power;
  537. });
  538. auto dst = visitingHero->getSlotFor(pair.second->getCreatureID());
  539. if(dst.validSlot())
  540. cb->moveStack(StackLocation(this, pair.first), StackLocation(visitingHero, dst), -1);
  541. else
  542. {
  543. dst = getWeakestStackSlot(static_cast<int>(pair.second->getPower()));
  544. if(dst.validSlot())
  545. cb->swapStacks(StackLocation(this, pair.first), StackLocation(visitingHero, dst));
  546. }
  547. }
  548. }
  549. void CGTownInstance::removeCapitols(const PlayerColor & owner) const
  550. {
  551. if (hasCapitol()) // search if there's an older capitol
  552. {
  553. PlayerState* state = cb->gameState()->getPlayerState(owner); //get all towns owned by player
  554. for (const auto & town : state->getTowns())
  555. {
  556. if (town != this && town->hasCapitol())
  557. {
  558. RazeStructures rs;
  559. rs.tid = id;
  560. rs.bid.insert(BuildingID::CAPITOL);
  561. rs.destroyed = destroyed;
  562. cb->sendAndApply(&rs);
  563. return;
  564. }
  565. }
  566. }
  567. }
  568. void CGTownInstance::clearArmy() const
  569. {
  570. while(!stacks.empty())
  571. {
  572. cb->eraseStack(StackLocation(this, stacks.begin()->first));
  573. }
  574. }
  575. BoatId CGTownInstance::getBoatType() const
  576. {
  577. return town->faction->boatType;
  578. }
  579. int CGTownInstance::getMarketEfficiency() const
  580. {
  581. if(!hasBuiltSomeTradeBuilding())
  582. return 0;
  583. const PlayerState *p = cb->getPlayerState(tempOwner);
  584. assert(p);
  585. int marketCount = 0;
  586. for(const CGTownInstance *t : p->getTowns())
  587. if(t->hasBuiltSomeTradeBuilding())
  588. marketCount++;
  589. return marketCount;
  590. }
  591. std::vector<TradeItemBuy> CGTownInstance::availableItemsIds(EMarketMode mode) const
  592. {
  593. if(mode == EMarketMode::RESOURCE_ARTIFACT)
  594. {
  595. std::vector<TradeItemBuy> ret;
  596. for(const CArtifact *a : cb->gameState()->map->townMerchantArtifacts)
  597. if(a)
  598. ret.push_back(a->getId());
  599. else
  600. ret.push_back(ArtifactID{});
  601. return ret;
  602. }
  603. else if ( mode == EMarketMode::RESOURCE_SKILL )
  604. {
  605. return cb->gameState()->map->townUniversitySkills;
  606. }
  607. else
  608. return IMarket::availableItemsIds(mode);
  609. }
  610. ObjectInstanceID CGTownInstance::getObjInstanceID() const
  611. {
  612. return id;
  613. }
  614. void CGTownInstance::updateAppearance()
  615. {
  616. auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
  617. //FIXME: not the best way to do this
  618. auto app = getObjectHandler()->getOverride(terrain, this);
  619. if (app)
  620. appearance = app;
  621. }
  622. std::string CGTownInstance::nodeName() const
  623. {
  624. return "Town (" + (town ? town->faction->getNameTranslated() : "unknown") + ") of " + getNameTranslated();
  625. }
  626. void CGTownInstance::deserializationFix()
  627. {
  628. attachTo(townAndVis);
  629. //Hero is already handled by CGameState::attachArmedObjects
  630. // if(visitingHero)
  631. // visitingHero->attachTo(&townAndVis);
  632. // if(garrisonHero)
  633. // garrisonHero->attachTo(this);
  634. }
  635. void CGTownInstance::updateMoraleBonusFromArmy()
  636. {
  637. auto b = getExportedBonusList().getFirst(Selector::sourceType()(BonusSource::ARMY).And(Selector::type()(BonusType::MORALE)));
  638. if(!b)
  639. {
  640. b = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, 0, BonusSourceID());
  641. addNewBonus(b);
  642. }
  643. if (garrisonHero)
  644. {
  645. b->val = 0;
  646. CBonusSystemNode::treeHasChanged();
  647. }
  648. else
  649. CArmedInstance::updateMoraleBonusFromArmy();
  650. }
  651. void CGTownInstance::recreateBuildingsBonuses()
  652. {
  653. BonusList bl;
  654. getExportedBonusList().getBonuses(bl, Selector::sourceType()(BonusSource::TOWN_STRUCTURE));
  655. for(const auto & b : bl)
  656. removeBonus(b);
  657. for(const auto & bid : builtBuildings)
  658. {
  659. bool bonusesReplacedByUpgrade = false;
  660. for(const auto & upgradeID : builtBuildings)
  661. {
  662. const auto & upgrade = town->buildings.at(upgradeID);
  663. if (upgrade->getBase() == bid && upgrade->upgradeReplacesBonuses)
  664. bonusesReplacedByUpgrade = true;
  665. }
  666. // bonuses from this building are disabled and replaced by bonuses from an upgrade
  667. if (bonusesReplacedByUpgrade)
  668. continue;
  669. auto building = town->buildings.at(bid);
  670. if(building->buildingBonuses.empty())
  671. continue;
  672. for(auto & bonus : building->buildingBonuses)
  673. addNewBonus(bonus);
  674. }
  675. }
  676. void CGTownInstance::setVisitingHero(CGHeroInstance *h)
  677. {
  678. if(visitingHero.get() == h)
  679. return;
  680. if(h)
  681. {
  682. PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
  683. assert(p);
  684. h->detachFrom(*p);
  685. h->attachTo(townAndVis);
  686. visitingHero = h;
  687. h->visitedTown = this;
  688. h->inTownGarrison = false;
  689. }
  690. else
  691. {
  692. PlayerState *p = cb->gameState()->getPlayerState(visitingHero->tempOwner);
  693. visitingHero->visitedTown = nullptr;
  694. visitingHero->detachFrom(townAndVis);
  695. visitingHero->attachTo(*p);
  696. visitingHero = nullptr;
  697. }
  698. }
  699. void CGTownInstance::setGarrisonedHero(CGHeroInstance *h)
  700. {
  701. if(garrisonHero.get() == h)
  702. return;
  703. if(h)
  704. {
  705. PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
  706. assert(p);
  707. h->detachFrom(*p);
  708. h->attachTo(*this);
  709. garrisonHero = h;
  710. h->visitedTown = this;
  711. h->inTownGarrison = true;
  712. }
  713. else
  714. {
  715. PlayerState *p = cb->gameState()->getPlayerState(garrisonHero->tempOwner);
  716. garrisonHero->visitedTown = nullptr;
  717. garrisonHero->inTownGarrison = false;
  718. garrisonHero->detachFrom(*this);
  719. garrisonHero->attachTo(*p);
  720. garrisonHero = nullptr;
  721. }
  722. updateMoraleBonusFromArmy(); //avoid giving morale bonus for same army twice
  723. }
  724. bool CGTownInstance::armedGarrison() const
  725. {
  726. return !stacks.empty() || garrisonHero;
  727. }
  728. const CTown * CGTownInstance::getTown() const
  729. {
  730. if(ID == Obj::RANDOM_TOWN)
  731. return VLC->townh->randomTown;
  732. else
  733. {
  734. if(nullptr == town)
  735. {
  736. return (*VLC->townh)[getFaction()]->town;
  737. }
  738. else
  739. return town;
  740. }
  741. }
  742. int CGTownInstance::getTownLevel() const
  743. {
  744. // count all buildings that are not upgrades
  745. int level = 0;
  746. for(const auto & bid : builtBuildings)
  747. {
  748. if(town->buildings.at(bid)->upgrade == BuildingID::NONE)
  749. level++;
  750. }
  751. return level;
  752. }
  753. CBonusSystemNode & CGTownInstance::whatShouldBeAttached()
  754. {
  755. return townAndVis;
  756. }
  757. std::string CGTownInstance::getNameTranslated() const
  758. {
  759. return VLC->generaltexth->translate(nameTextId);
  760. }
  761. std::string CGTownInstance::getNameTextID() const
  762. {
  763. return nameTextId;
  764. }
  765. void CGTownInstance::setNameTextId( const std::string & newName )
  766. {
  767. nameTextId = newName;
  768. }
  769. const CArmedInstance * CGTownInstance::getUpperArmy() const
  770. {
  771. if(garrisonHero)
  772. return garrisonHero;
  773. return this;
  774. }
  775. bool CGTownInstance::hasBuiltSomeTradeBuilding() const
  776. {
  777. return availableModes().empty() ? false : true;
  778. }
  779. bool CGTownInstance::hasBuilt(BuildingSubID::EBuildingSubID buildingID) const
  780. {
  781. for(const auto & bid : builtBuildings)
  782. {
  783. if(town->buildings.at(bid)->subId == buildingID)
  784. return true;
  785. }
  786. return false;
  787. }
  788. bool CGTownInstance::hasBuilt(const BuildingID & buildingID) const
  789. {
  790. return vstd::contains(builtBuildings, buildingID);
  791. }
  792. bool CGTownInstance::hasBuilt(const BuildingID & buildingID, FactionID townID) const
  793. {
  794. if (townID == town->faction->getId() || townID == FactionID::ANY)
  795. return hasBuilt(buildingID);
  796. return false;
  797. }
  798. void CGTownInstance::addBuilding(const BuildingID & buildingID)
  799. {
  800. if(buildingID == BuildingID::NONE)
  801. return;
  802. builtBuildings.insert(buildingID);
  803. }
  804. std::set<EMarketMode> CGTownInstance::availableModes() const
  805. {
  806. std::set<EMarketMode> result;
  807. for (const auto & buildingID : builtBuildings)
  808. {
  809. const auto * buildingPtr = town->buildings.at(buildingID).get();
  810. result.insert(buildingPtr->marketModes.begin(), buildingPtr->marketModes.end());
  811. }
  812. return result;
  813. }
  814. void CGTownInstance::removeBuilding(const BuildingID & buildingID)
  815. {
  816. if(!vstd::contains(builtBuildings, buildingID))
  817. return;
  818. builtBuildings.erase(buildingID);
  819. }
  820. void CGTownInstance::removeAllBuildings()
  821. {
  822. builtBuildings.clear();
  823. }
  824. std::set<BuildingID> CGTownInstance::getBuildings() const
  825. {
  826. return builtBuildings;
  827. }
  828. TResources CGTownInstance::getBuildingCost(const BuildingID & buildingID) const
  829. {
  830. if (vstd::contains(town->buildings, buildingID))
  831. return town->buildings.at(buildingID)->resources;
  832. else
  833. {
  834. logGlobal->error("Town %s at %s has no possible building %d!", getNameTranslated(), pos.toString(), buildingID.toEnum());
  835. return TResources();
  836. }
  837. }
  838. CBuilding::TRequired CGTownInstance::genBuildingRequirements(const BuildingID & buildID, bool deep) const
  839. {
  840. const CBuilding * building = town->buildings.at(buildID);
  841. //TODO: find better solution to prevent infinite loops
  842. std::set<BuildingID> processed;
  843. std::function<CBuilding::TRequired::Variant(const BuildingID &)> dependTest =
  844. [&](const BuildingID & id) -> CBuilding::TRequired::Variant
  845. {
  846. if (town->buildings.count(id) == 0)
  847. {
  848. logMod->error("Invalid building ID %d in building dependencies!", id.getNum());
  849. return CBuilding::TRequired::OperatorAll();
  850. }
  851. const CBuilding * build = town->buildings.at(id);
  852. CBuilding::TRequired::OperatorAll requirements;
  853. if (!hasBuilt(id))
  854. {
  855. if (deep)
  856. requirements.expressions.emplace_back(id);
  857. else
  858. return id;
  859. }
  860. if(!vstd::contains(processed, id))
  861. {
  862. processed.insert(id);
  863. if (build->upgrade != BuildingID::NONE)
  864. requirements.expressions.push_back(dependTest(build->upgrade));
  865. requirements.expressions.push_back(build->requirements.morph(dependTest));
  866. }
  867. return requirements;
  868. };
  869. CBuilding::TRequired::OperatorAll requirements;
  870. if (building->upgrade != BuildingID::NONE)
  871. {
  872. const CBuilding * upgr = town->buildings.at(building->upgrade);
  873. requirements.expressions.push_back(dependTest(upgr->bid));
  874. processed.clear();
  875. }
  876. requirements.expressions.push_back(building->requirements.morph(dependTest));
  877. CBuilding::TRequired::Variant variant(requirements);
  878. CBuilding::TRequired ret(variant);
  879. ret.minimize();
  880. return ret;
  881. }
  882. void CGTownInstance::addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID ) const
  883. {
  884. if(visitingHero == h)
  885. cb->setObjPropertyValue(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors
  886. else if(garrisonHero == h)
  887. cb->setObjPropertyValue(id, ObjProperty::STRUCTURE_ADD_GARRISONED_HERO, structureInstanceID); //then it must be garrisoned hero
  888. else
  889. {
  890. //should never ever happen
  891. logGlobal->error("Cannot add hero %s to visitors of structure # %d", h->getNameTranslated(), structureInstanceID);
  892. throw std::runtime_error("unexpected hero in CGTownInstance::addHeroToStructureVisitors");
  893. }
  894. }
  895. void CGTownInstance::battleFinished(const CGHeroInstance * hero, const BattleResult & result) const
  896. {
  897. if(result.winner == BattleSide::ATTACKER)
  898. {
  899. clearArmy();
  900. onTownCaptured(hero->getOwner());
  901. }
  902. }
  903. void CGTownInstance::onTownCaptured(const PlayerColor & winner) const
  904. {
  905. setOwner(winner);
  906. cb->changeFogOfWar(getSightCenter(), getSightRadius(), winner, ETileVisibility::REVEALED);
  907. }
  908. void CGTownInstance::afterAddToMap(CMap * map)
  909. {
  910. map->towns.emplace_back(this);
  911. }
  912. void CGTownInstance::afterRemoveFromMap(CMap * map)
  913. {
  914. vstd::erase_if_present(map->towns, this);
  915. }
  916. void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  917. {
  918. CGObjectInstance::serializeJsonOwner(handler);
  919. if(!handler.saving)
  920. handler.serializeEnum("tightFormation", formation, NArmyFormation::names); //for old format
  921. CArmedInstance::serializeJsonOptions(handler);
  922. handler.serializeString("name", nameTextId);
  923. {
  924. auto decodeBuilding = [this](const std::string & identifier) -> si32
  925. {
  926. auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), getTown()->getBuildingScope(), identifier);
  927. if(rawId)
  928. return rawId.value();
  929. else
  930. return -1;
  931. };
  932. auto encodeBuilding = [this](si32 index) -> std::string
  933. {
  934. return getTown()->buildings.at(BuildingID(index))->getJsonKey();
  935. };
  936. const std::set<si32> standard = getTown()->getAllBuildings();//by default all buildings are allowed
  937. JsonSerializeFormat::LICSet buildingsLIC(standard, decodeBuilding, encodeBuilding);
  938. if(handler.saving)
  939. {
  940. bool customBuildings = false;
  941. boost::logic::tribool hasFort(false);
  942. for(const BuildingID & id : forbiddenBuildings)
  943. {
  944. buildingsLIC.none.insert(id.getNum());
  945. customBuildings = true;
  946. }
  947. for(const BuildingID & id : builtBuildings)
  948. {
  949. if(id == BuildingID::DEFAULT)
  950. continue;
  951. const CBuilding * building = getTown()->buildings.at(id);
  952. if(building->mode == CBuilding::BUILD_AUTO)
  953. continue;
  954. if(id == BuildingID::FORT)
  955. hasFort = true;
  956. buildingsLIC.all.insert(id.getNum());
  957. customBuildings = true;
  958. }
  959. if(customBuildings)
  960. handler.serializeLIC("buildings", buildingsLIC);
  961. else
  962. handler.serializeBool("hasFort",hasFort);
  963. }
  964. else
  965. {
  966. handler.serializeLIC("buildings", buildingsLIC);
  967. addBuilding(BuildingID::VILLAGE_HALL);
  968. if(buildingsLIC.none.empty() && buildingsLIC.all.empty())
  969. {
  970. addBuilding(BuildingID::DEFAULT);
  971. bool hasFort = false;
  972. handler.serializeBool("hasFort",hasFort);
  973. if(hasFort)
  974. addBuilding(BuildingID::FORT);
  975. }
  976. else
  977. {
  978. for(const si32 item : buildingsLIC.none)
  979. forbiddenBuildings.insert(BuildingID(item));
  980. for(const si32 item : buildingsLIC.all)
  981. addBuilding(BuildingID(item));
  982. }
  983. }
  984. }
  985. {
  986. handler.serializeIdArray( "possibleSpells", possibleSpells);
  987. handler.serializeIdArray( "obligatorySpells", obligatorySpells);
  988. }
  989. {
  990. auto eventsHandler = handler.enterArray("events");
  991. eventsHandler.syncSize(events, JsonNode::JsonType::DATA_VECTOR);
  992. eventsHandler.serializeStruct(events);
  993. }
  994. }
  995. FactionID CGTownInstance::getFaction() const
  996. {
  997. return FactionID(subID.getNum());
  998. }
  999. TerrainId CGTownInstance::getNativeTerrain() const
  1000. {
  1001. return town->faction->getNativeTerrain();
  1002. }
  1003. ArtifactID CGTownInstance::getWarMachineInBuilding(BuildingID building) const
  1004. {
  1005. if (builtBuildings.count(building) == 0)
  1006. return ArtifactID::NONE;
  1007. if (building == BuildingID::BLACKSMITH && town->warMachineDeprecated.hasValue())
  1008. return town->warMachineDeprecated.toCreature()->warMachine;
  1009. return town->buildings.at(building)->warMachine;
  1010. }
  1011. bool CGTownInstance::isWarMachineAvailable(ArtifactID warMachine) const
  1012. {
  1013. for (auto const & buildingID : builtBuildings)
  1014. if (town->buildings.at(buildingID)->warMachine == warMachine)
  1015. return true;
  1016. if (builtBuildings.count(BuildingID::BLACKSMITH) &&
  1017. town->warMachineDeprecated.hasValue() &&
  1018. town->warMachineDeprecated.toCreature()->warMachine == warMachine)
  1019. return true;
  1020. return false;
  1021. }
  1022. GrowthInfo::Entry::Entry(const std::string &format, int _count)
  1023. : count(_count)
  1024. {
  1025. MetaString formatter;
  1026. formatter.appendRawString(format);
  1027. formatter.replacePositiveNumber(count);
  1028. description = formatter.toString();
  1029. }
  1030. GrowthInfo::Entry::Entry(int subID, const BuildingID & building, int _count): count(_count)
  1031. {
  1032. MetaString formatter;
  1033. formatter.appendRawString("%s %+d");
  1034. formatter.replaceRawString((*VLC->townh)[subID]->town->buildings.at(building)->getNameTranslated());
  1035. formatter.replacePositiveNumber(count);
  1036. description = formatter.toString();
  1037. }
  1038. GrowthInfo::Entry::Entry(int _count, std::string fullDescription):
  1039. count(_count),
  1040. description(std::move(fullDescription))
  1041. {
  1042. }
  1043. CTownAndVisitingHero::CTownAndVisitingHero()
  1044. {
  1045. setNodeType(TOWN_AND_VISITOR);
  1046. }
  1047. int GrowthInfo::totalGrowth() const
  1048. {
  1049. int ret = 0;
  1050. for(const Entry &entry : entries)
  1051. ret += entry.count;
  1052. // always round up income - we don't want buildings to always produce zero if handicap in use
  1053. return vstd::divideAndCeil(ret * handicapPercentage, 100);
  1054. }
  1055. void CGTownInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
  1056. {
  1057. for(const CGTownInstance::TCreaturesSet::value_type & dwelling : creatures)
  1058. {
  1059. if (vstd::contains(dwelling.second, stack.type->getId())) //Dwelling with our creature
  1060. {
  1061. for(const auto & upgrID : dwelling.second)
  1062. {
  1063. if(vstd::contains(stack.type->upgrades, upgrID)) //possible upgrade
  1064. {
  1065. info.newID.push_back(upgrID);
  1066. info.cost.push_back(upgrID.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost());
  1067. }
  1068. }
  1069. }
  1070. }
  1071. }
  1072. void CGTownInstance::postDeserialize()
  1073. {
  1074. setNodeType(CBonusSystemNode::TOWN);
  1075. for(auto & building : rewardableBuildings)
  1076. building.second->town = this;
  1077. }
  1078. std::map<BuildingID, TownRewardableBuildingInstance*> CGTownInstance::convertOldBuildings(std::vector<TownRewardableBuildingInstance*> oldVector)
  1079. {
  1080. std::map<BuildingID, TownRewardableBuildingInstance*> result;
  1081. for(auto & building : oldVector)
  1082. {
  1083. result[building->getBuildingType()] = new TownRewardableBuildingInstance(*building);
  1084. delete building;
  1085. }
  1086. return result;
  1087. }
  1088. VCMI_LIB_NAMESPACE_END