CGTownInstance.h 9.3 KB

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  1. /*
  2. * CGTownInstance.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "IMarket.h"
  12. #include "CGDwelling.h"
  13. #include "../entities/faction/CFaction.h" // TODO: remove
  14. #include "../entities/faction/CTown.h" // TODO: remove
  15. VCMI_LIB_NAMESPACE_BEGIN
  16. class CCastleEvent;
  17. class CTown;
  18. class TownBuildingInstance;
  19. struct TownFortifications;
  20. class TownRewardableBuildingInstance;
  21. struct DamageRange;
  22. template<typename ContainedClass>
  23. class LogicalExpression;
  24. class DLL_LINKAGE CTownAndVisitingHero : public CBonusSystemNode
  25. {
  26. public:
  27. CTownAndVisitingHero();
  28. };
  29. struct DLL_LINKAGE GrowthInfo
  30. {
  31. struct Entry
  32. {
  33. int count;
  34. std::string description;
  35. Entry(const std::string &format, int _count);
  36. Entry(int subID, const BuildingID & building, int _count);
  37. Entry(int _count, std::string fullDescription);
  38. };
  39. std::vector<Entry> entries;
  40. int totalGrowth() const;
  41. int handicapPercentage;
  42. };
  43. class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket, public INativeTerrainProvider, public ICreatureUpgrader
  44. {
  45. std::string nameTextId; // name of town
  46. std::map<BuildingID, TownRewardableBuildingInstance*> convertOldBuildings(std::vector<TownRewardableBuildingInstance*> oldVector);
  47. std::set<BuildingID> builtBuildings;
  48. public:
  49. using CGDwelling::getPosition;
  50. enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3};
  51. CTownAndVisitingHero townAndVis;
  52. const CTown * town;
  53. si32 built; //how many buildings has been built this turn
  54. si32 destroyed; //how many buildings has been destroyed this turn
  55. ConstTransitivePtr<CGHeroInstance> garrisonHero, visitingHero;
  56. ui32 identifier; //special identifier from h3m (only > RoE maps)
  57. PlayerColor alignmentToPlayer; // if set to non-neutral, random town will have same faction as specified player
  58. std::set<BuildingID> forbiddenBuildings;
  59. std::map<BuildingID, TownRewardableBuildingInstance*> rewardableBuildings;
  60. std::vector<SpellID> possibleSpells, obligatorySpells;
  61. std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild
  62. std::vector<CCastleEvent> events;
  63. std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond, factory = save debts);
  64. int spellResearchCounterDay;
  65. int spellResearchAcceptedCounter;
  66. bool spellResearchAllowed;
  67. //////////////////////////////////////////////////////////////////////////
  68. template <typename Handler> void serialize(Handler &h)
  69. {
  70. h & static_cast<CGDwelling&>(*this);
  71. h & nameTextId;
  72. h & built;
  73. h & destroyed;
  74. h & identifier;
  75. h & garrisonHero;
  76. h & visitingHero;
  77. h & alignmentToPlayer;
  78. h & forbiddenBuildings;
  79. h & builtBuildings;
  80. h & bonusValue;
  81. h & possibleSpells;
  82. h & obligatorySpells;
  83. h & spells;
  84. h & events;
  85. if (h.version >= Handler::Version::SPELL_RESEARCH)
  86. {
  87. h & spellResearchCounterDay;
  88. h & spellResearchAcceptedCounter;
  89. h & spellResearchAllowed;
  90. }
  91. if (h.version >= Handler::Version::NEW_TOWN_BUILDINGS)
  92. {
  93. h & rewardableBuildings;
  94. }
  95. else
  96. {
  97. std::vector<TownRewardableBuildingInstance*> oldVector;
  98. h & oldVector;
  99. rewardableBuildings = convertOldBuildings(oldVector);
  100. }
  101. if (h.saving)
  102. {
  103. CFaction * faction = town ? town->faction : nullptr;
  104. h & faction;
  105. }
  106. else
  107. {
  108. CFaction * faction = nullptr;
  109. h & faction;
  110. town = faction ? faction->town : nullptr;
  111. }
  112. h & townAndVis;
  113. BONUS_TREE_DESERIALIZATION_FIX
  114. if (h.version < Handler::Version::NEW_TOWN_BUILDINGS)
  115. {
  116. std::set<BuildingID> overriddenBuildings;
  117. h & overriddenBuildings;
  118. }
  119. if(!h.saving)
  120. postDeserialize();
  121. }
  122. //////////////////////////////////////////////////////////////////////////
  123. CBonusSystemNode & whatShouldBeAttached() override;
  124. std::string nodeName() const override;
  125. void updateMoraleBonusFromArmy() override;
  126. void deserializationFix();
  127. void postDeserialize();
  128. void recreateBuildingsBonuses();
  129. void setVisitingHero(CGHeroInstance *h);
  130. void setGarrisonedHero(CGHeroInstance *h);
  131. const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself
  132. std::string getNameTranslated() const;
  133. std::string getNameTextID() const;
  134. void setNameTextId(const std::string & newName);
  135. //////////////////////////////////////////////////////////////////////////
  136. bool passableFor(PlayerColor color) const override;
  137. //int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated
  138. int getSightRadius() const override; //returns sight distance
  139. BoatId getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  140. void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed. Parameter will be cleared
  141. EGeneratorState shipyardStatus() const override;
  142. const IObjectInterface * getObject() const override;
  143. int getMarketEfficiency() const override; //=market count
  144. std::set<EMarketMode> availableModes() const override;
  145. std::vector<TradeItemBuy> availableItemsIds(EMarketMode mode) const override;
  146. ObjectInstanceID getObjInstanceID() const override;
  147. void updateAppearance();
  148. //////////////////////////////////////////////////////////////////////////
  149. bool needsLastStack() const override;
  150. CGTownInstance::EFortLevel fortLevel() const;
  151. TownFortifications fortificationsLevel() const;
  152. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  153. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  154. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  155. int creatureGrowth(const int & level) const;
  156. GrowthInfo getGrowthInfo(int level) const;
  157. bool hasFort() const;
  158. bool hasCapitol() const;
  159. bool hasBuiltSomeTradeBuilding() const;
  160. //checks if special building with type buildingID is constructed
  161. bool hasBuilt(BuildingSubID::EBuildingSubID buildingID) const;
  162. //checks if building is constructed and town has same subID
  163. bool hasBuilt(const BuildingID & buildingID) const;
  164. bool hasBuilt(const BuildingID & buildingID, FactionID townID) const;
  165. void addBuilding(const BuildingID & buildingID);
  166. void removeBuilding(const BuildingID & buildingID);
  167. void removeAllBuildings();
  168. std::set<BuildingID> getBuildings() const;
  169. TResources getBuildingCost(const BuildingID & buildingID) const;
  170. ResourceSet dailyIncome() const override;
  171. std::vector<CreatureID> providedCreatures() const override;
  172. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  173. bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero
  174. int getTownLevel() const;
  175. LogicalExpression<BuildingID> genBuildingRequirements(const BuildingID & build, bool deep = false) const;
  176. void mergeGarrisonOnSiege() const; // merge garrison into army of visiting hero
  177. void removeCapitols(const PlayerColor & owner) const;
  178. void clearArmy() const;
  179. void addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID) const; //hero must be visiting or garrisoned in town
  180. void deleteTownBonus(BuildingID bid);
  181. /// Returns damage range for secondary towers of this town
  182. DamageRange getTowerDamageRange() const;
  183. /// Returns damage range for central tower(keep) of this town
  184. DamageRange getKeepDamageRange() const;
  185. const CTown * getTown() const;
  186. /// INativeTerrainProvider
  187. FactionID getFaction() const override;
  188. TerrainId getNativeTerrain() const override;
  189. /// Returns ID of war machine that is produced by specified building or NONE if this is not built or if building does not produce war machines
  190. ArtifactID getWarMachineInBuilding(BuildingID) const;
  191. /// Returns true if provided war machine is available in any of built buildings of this town
  192. bool isWarMachineAvailable(ArtifactID) const;
  193. CGTownInstance(IGameCallback *cb);
  194. virtual ~CGTownInstance();
  195. ///IObjectInterface overrides
  196. void newTurn(vstd::RNG & rand) const override;
  197. void onHeroVisit(const CGHeroInstance * h) const override;
  198. void onHeroLeave(const CGHeroInstance * h) const override;
  199. void initObj(vstd::RNG & rand) override;
  200. void pickRandomObject(vstd::RNG & rand) override;
  201. void battleFinished(const CGHeroInstance * hero, const BattleResult & result) const override;
  202. std::string getObjectName() const override;
  203. void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
  204. void afterAddToMap(CMap * map) override;
  205. void afterRemoveFromMap(CMap * map) override;
  206. inline bool isBattleOutsideTown(const CGHeroInstance * defendingHero) const
  207. {
  208. return defendingHero && garrisonHero && defendingHero != garrisonHero;
  209. }
  210. protected:
  211. void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;
  212. void serializeJsonOptions(JsonSerializeFormat & handler) override;
  213. private:
  214. FactionID randomizeFaction(vstd::RNG & rand);
  215. void setOwner(const PlayerColor & owner) const;
  216. void onTownCaptured(const PlayerColor & winner) const;
  217. int getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<const CGObjectInstance* >& dwellings) const;
  218. bool townEnvisagesBuilding(BuildingSubID::EBuildingSubID bid) const;
  219. void initializeConfigurableBuildings(vstd::RNG & rand);
  220. void initializeNeutralTownGarrison(vstd::RNG & rand);
  221. };
  222. VCMI_LIB_NAMESPACE_END