TownBuildingInstance.cpp 5.8 KB

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  1. /*
  2. * TownBuildingInstance.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 "TownBuildingInstance.h"
  12. #include "CGTownInstance.h"
  13. #include "../IGameCallback.h"
  14. #include "../mapObjects/CGHeroInstance.h"
  15. #include "../entities/building/CBuilding.h"
  16. #include <vstd/RNG.h>
  17. VCMI_LIB_NAMESPACE_BEGIN
  18. TownBuildingInstance::TownBuildingInstance(IGameCallback * cb)
  19. : IObjectInterface(cb)
  20. , town(nullptr)
  21. {}
  22. TownBuildingInstance::TownBuildingInstance(CGTownInstance * town, const BuildingID & index)
  23. : IObjectInterface(town->cb)
  24. , town(town)
  25. , bID(index)
  26. {}
  27. PlayerColor TownBuildingInstance::getOwner() const
  28. {
  29. return town->getOwner();
  30. }
  31. MapObjectID TownBuildingInstance::getObjGroupIndex() const
  32. {
  33. return -1;
  34. }
  35. MapObjectSubID TownBuildingInstance::getObjTypeIndex() const
  36. {
  37. return 0;
  38. }
  39. const IOwnableObject * TownBuildingInstance::asOwnable() const
  40. {
  41. return nullptr;
  42. }
  43. int3 TownBuildingInstance::visitablePos() const
  44. {
  45. return town->visitablePos();
  46. }
  47. int3 TownBuildingInstance::anchorPos() const
  48. {
  49. return town->anchorPos();
  50. }
  51. TownRewardableBuildingInstance::TownRewardableBuildingInstance(IGameCallback *cb)
  52. : TownBuildingInstance(cb)
  53. {}
  54. TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand)
  55. : TownBuildingInstance(town, index)
  56. {
  57. assert(town && town->getTown());
  58. configuration = generateConfiguration(rand);
  59. }
  60. Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(vstd::RNG & rand) const
  61. {
  62. Rewardable::Configuration result;
  63. const auto & building = town->getTown()->buildings.at(getBuildingType());
  64. building->rewardableObjectInfo.configureObject(result, rand, cb);
  65. for(auto & rewardInfo : result.info)
  66. {
  67. for (auto & bonus : rewardInfo.reward.bonuses)
  68. {
  69. if (building->mapObjectLikeBonuses.hasValue())
  70. {
  71. bonus.source = BonusSource::OBJECT_TYPE;
  72. bonus.sid = BonusSourceID(building->mapObjectLikeBonuses);
  73. }
  74. else
  75. {
  76. bonus.source = BonusSource::TOWN_STRUCTURE;
  77. bonus.sid = BonusSourceID(building->getUniqueTypeID());
  78. }
  79. }
  80. }
  81. return result;
  82. }
  83. void TownRewardableBuildingInstance::newTurn(vstd::RNG & rand) const
  84. {
  85. if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
  86. {
  87. auto newConfiguration = generateConfiguration(rand);
  88. cb->setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration);
  89. if(configuration.resetParameters.visitors)
  90. {
  91. cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType());
  92. }
  93. }
  94. }
  95. void TownRewardableBuildingInstance::setProperty(ObjProperty what, ObjPropertyID identifier)
  96. {
  97. switch (what)
  98. {
  99. case ObjProperty::VISITORS:
  100. visitors.insert(identifier.as<ObjectInstanceID>());
  101. break;
  102. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  103. visitors.clear();
  104. break;
  105. case ObjProperty::REWARD_SELECT:
  106. selectedReward = identifier.getNum();
  107. break;
  108. }
  109. }
  110. void TownRewardableBuildingInstance::heroLevelUpDone(const CGHeroInstance *hero) const
  111. {
  112. grantRewardAfterLevelup(configuration.info.at(selectedReward), town, hero);
  113. }
  114. void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
  115. {
  116. onBlockingDialogAnswered(hero, answer);
  117. }
  118. void TownRewardableBuildingInstance::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
  119. {
  120. grantRewardBeforeLevelup(configuration.info.at(rewardID), hero);
  121. // hero is not blocked by levelup dialog - grant remainder immediately
  122. if(!cb->isVisitCoveredByAnotherQuery(town, hero))
  123. {
  124. grantRewardAfterLevelup(configuration.info.at(rewardID), town, hero);
  125. }
  126. }
  127. bool TownRewardableBuildingInstance::wasVisited(const CGHeroInstance * contextHero) const
  128. {
  129. return wasVisitedBefore(contextHero);
  130. }
  131. bool TownRewardableBuildingInstance::wasVisitedBefore(const CGHeroInstance * contextHero) const
  132. {
  133. switch (configuration.visitMode)
  134. {
  135. case Rewardable::VISIT_UNLIMITED:
  136. return false;
  137. case Rewardable::VISIT_ONCE:
  138. return !visitors.empty();
  139. case Rewardable::VISIT_PLAYER:
  140. return false; //not supported
  141. case Rewardable::VISIT_BONUS:
  142. {
  143. const auto & building = town->getTown()->buildings.at(getBuildingType());
  144. if (building->mapObjectLikeBonuses.hasValue())
  145. return contextHero->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(building->mapObjectLikeBonuses));
  146. else
  147. return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()));
  148. }
  149. case Rewardable::VISIT_HERO:
  150. return visitors.find(contextHero->id) != visitors.end();
  151. case Rewardable::VISIT_LIMITER:
  152. return configuration.visitLimiter.heroAllowed(contextHero);
  153. default:
  154. return false;
  155. }
  156. }
  157. void TownRewardableBuildingInstance::onHeroVisit(const CGHeroInstance *h) const
  158. {
  159. assert(town->hasBuilt(getBuildingType()));
  160. if(town->hasBuilt(getBuildingType()))
  161. doHeroVisit(h);
  162. }
  163. const IObjectInterface * TownRewardableBuildingInstance::getObject() const
  164. {
  165. return this;
  166. }
  167. bool TownRewardableBuildingInstance::wasVisited(PlayerColor player) const
  168. {
  169. switch (configuration.visitMode)
  170. {
  171. case Rewardable::VISIT_UNLIMITED:
  172. case Rewardable::VISIT_BONUS:
  173. case Rewardable::VISIT_HERO:
  174. case Rewardable::VISIT_LIMITER:
  175. return false;
  176. case Rewardable::VISIT_ONCE:
  177. case Rewardable::VISIT_PLAYER:
  178. return !visitors.empty();
  179. default:
  180. return false;
  181. }
  182. }
  183. void TownRewardableBuildingInstance::markAsVisited(const CGHeroInstance * hero) const
  184. {
  185. town->addHeroToStructureVisitors(hero, getBuildingType());
  186. }
  187. void TownRewardableBuildingInstance::markAsScouted(const CGHeroInstance * hero) const
  188. {
  189. // no-op - town building is always 'scouted' by owner
  190. }
  191. VCMI_LIB_NAMESPACE_END