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