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							- /*
 
-  * CGTownInstance.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "CGTownInstance.h"
 
- #include "TownBuildingInstance.h"
 
- #include "../spells/CSpellHandler.h"
 
- #include "../bonuses/Bonus.h"
 
- #include "../battle/IBattleInfoCallback.h"
 
- #include "../CConfigHandler.h"
 
- #include "../texts/CGeneralTextHandler.h"
 
- #include "../IGameCallback.h"
 
- #include "../gameState/CGameState.h"
 
- #include "../mapping/CMap.h"
 
- #include "../CPlayerState.h"
 
- #include "../StartInfo.h"
 
- #include "../TerrainHandler.h"
 
- #include "../entities/building/CBuilding.h"
 
- #include "../entities/faction/CTownHandler.h"
 
- #include "../mapObjectConstructors/AObjectTypeHandler.h"
 
- #include "../mapObjectConstructors/CObjectClassesHandler.h"
 
- #include "../mapObjects/CGHeroInstance.h"
 
- #include "../modding/ModScope.h"
 
- #include "../networkPacks/StackLocation.h"
 
- #include "../networkPacks/PacksForClient.h"
 
- #include "../networkPacks/PacksForClientBattle.h"
 
- #include "../serializer/JsonSerializeFormat.h"
 
- #include <vstd/RNG.h>
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- int CGTownInstance::getSightRadius() const //returns sight distance
 
- {
 
- 	auto ret = CBuilding::HEIGHT_NO_TOWER;
 
- 	for(const auto & bid : builtBuildings)
 
- 	{
 
- 		auto height = town->buildings.at(bid)->height;
 
- 		if(ret < height)
 
- 			ret = height;
 
- 	}
 
- 	return ret;
 
- }
 
- void CGTownInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
 
- {
 
- ///this is freakin' overcomplicated solution
 
- 	switch (what)
 
- 	{
 
- 		case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
 
- 			rewardableBuildings.at(identifier.getNum())->setProperty(ObjProperty::VISITORS, visitingHero->id);
 
- 			break;
 
- 		case ObjProperty::STRUCTURE_CLEAR_VISITORS:
 
- 			rewardableBuildings.at(identifier.getNum())->setProperty(ObjProperty::STRUCTURE_CLEAR_VISITORS, NumericID(0));
 
- 			break;
 
- 		case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
 
- 			rewardableBuildings.at(identifier.getNum())->setProperty(ObjProperty::VISITORS, garrisonHero->id);
 
- 			break;
 
- 		case ObjProperty::BONUS_VALUE_FIRST:
 
- 			bonusValue.first = identifier.getNum();
 
- 			break;
 
- 		case ObjProperty::BONUS_VALUE_SECOND:
 
- 			bonusValue.second = identifier.getNum();
 
- 			break;
 
- 	}
 
- }
 
- CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
 
- {
 
- 	if (hasBuilt(BuildingID::CASTLE))
 
- 		return CASTLE;
 
- 	if (hasBuilt(BuildingID::CITADEL))
 
- 		return CITADEL;
 
- 	if (hasBuilt(BuildingID::FORT))
 
- 		return FORT;
 
- 	return NONE;
 
- }
 
- int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
 
- {
 
- 	if (hasBuilt(BuildingID::CAPITOL))
 
- 		return 3;
 
- 	if (hasBuilt(BuildingID::CITY_HALL))
 
- 		return 2;
 
- 	if (hasBuilt(BuildingID::TOWN_HALL))
 
- 		return 1;
 
- 	if (hasBuilt(BuildingID::VILLAGE_HALL))
 
- 		return 0;
 
- 	return -1;
 
- }
 
- int CGTownInstance::mageGuildLevel() const
 
- {
 
- 	if (hasBuilt(BuildingID::MAGES_GUILD_5))
 
- 		return 5;
 
- 	if (hasBuilt(BuildingID::MAGES_GUILD_4))
 
- 		return 4;
 
- 	if (hasBuilt(BuildingID::MAGES_GUILD_3))
 
- 		return 3;
 
- 	if (hasBuilt(BuildingID::MAGES_GUILD_2))
 
- 		return 2;
 
- 	if (hasBuilt(BuildingID::MAGES_GUILD_1))
 
- 		return 1;
 
- 	return 0;
 
- }
 
- int CGTownInstance::getHordeLevel(const int & HID)  const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present
 
- {
 
- 	return town->hordeLvl.at(HID);
 
- }
 
- int CGTownInstance::creatureGrowth(const int & level) const
 
- {
 
- 	return getGrowthInfo(level).totalGrowth();
 
- }
 
- GrowthInfo CGTownInstance::getGrowthInfo(int level) const
 
- {
 
- 	GrowthInfo ret;
 
- 	if (level<0 || level >=town->creatures.size())
 
- 		return ret;
 
- 	if (creatures[level].second.empty())
 
- 		return ret; //no dwelling
 
- 	const Creature *creature = creatures[level].second.back().toEntity(VLC);
 
- 	const int base = creature->getGrowth();
 
- 	int castleBonus = 0;
 
- 	if(tempOwner.isValidPlayer())
 
- 	{
 
- 		auto * playerSettings = cb->getPlayerSettings(tempOwner);
 
- 		ret.handicapPercentage = playerSettings->handicap.percentGrowth;
 
- 	}
 
- 	else
 
- 		ret.handicapPercentage = 100;
 
- 	ret.entries.emplace_back(VLC->generaltexth->allTexts[590], base); // \n\nBasic growth %d"
 
- 	if (hasBuilt(BuildingID::CASTLE))
 
- 		ret.entries.emplace_back(subID, BuildingID::CASTLE, castleBonus = base);
 
- 	else if (hasBuilt(BuildingID::CITADEL))
 
- 		ret.entries.emplace_back(subID, BuildingID::CITADEL, castleBonus = base / 2);
 
- 	if(town->hordeLvl.at(0) == level)//horde 1
 
- 		if(hasBuilt(BuildingID::HORDE_1))
 
- 			ret.entries.emplace_back(subID, BuildingID::HORDE_1, creature->getHorde());
 
- 	if(town->hordeLvl.at(1) == level)//horde 2
 
- 		if(hasBuilt(BuildingID::HORDE_2))
 
- 			ret.entries.emplace_back(subID, BuildingID::HORDE_2, creature->getHorde());
 
- 	//statue-of-legion-like bonus: % to base+castle
 
- 	TConstBonusListPtr bonuses2 = getBonuses(Selector::type()(BonusType::CREATURE_GROWTH_PERCENT));
 
- 	for(const auto & b : *bonuses2)
 
- 	{
 
- 		const auto growth = b->val * (base + castleBonus) / 100;
 
- 		if (growth)
 
- 		{
 
- 			ret.entries.emplace_back(growth, b->Description(growth));
 
- 		}
 
- 	}
 
- 	//other *-of-legion-like bonuses (%d to growth cumulative with grail)
 
- 	// Note: bonus uses 1-based levels (Pikeman is level 1), town list uses 0-based (Pikeman in 0-th creatures entry)
 
- 	TConstBonusListPtr bonuses = getBonuses(Selector::typeSubtype(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(level+1)));
 
- 	for(const auto & b : *bonuses)
 
- 		ret.entries.emplace_back(b->val, b->Description());
 
- 	int dwellingBonus = 0;
 
- 	if(const PlayerState *p = cb->getPlayerState(tempOwner, false))
 
- 	{
 
- 		dwellingBonus = getDwellingBonus(creatures[level].second, p->getOwnedObjects());
 
- 	}
 
- 	if(dwellingBonus)
 
- 		ret.entries.emplace_back(VLC->generaltexth->allTexts[591], dwellingBonus); // \nExternal dwellings %+d
 
- 	if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth
 
- 		ret.entries.emplace_back(subID, BuildingID::GRAIL, ret.totalGrowth() / 2);
 
- 	return ret;
 
- }
 
- int CGTownInstance::getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<const CGObjectInstance * >& dwellings) const
 
- {
 
- 	int totalBonus = 0;
 
- 	for (const auto& dwelling : dwellings)
 
- 	{
 
- 		const auto & dwellingCreatures = dwelling->asOwnable()->providedCreatures();
 
- 		bool hasMatch = false;
 
- 		for (const auto& creature : dwellingCreatures)
 
- 			hasMatch = vstd::contains(creatureIds, creature);
 
- 		if (hasMatch)
 
- 			totalBonus += 1;
 
- 	}
 
- 	return totalBonus;
 
- }
 
- TResources CGTownInstance::dailyIncome() const
 
- {
 
- 	TResources ret;
 
- 	for(const auto & p : town->buildings)
 
- 	{
 
- 		BuildingID buildingUpgrade;
 
- 		for(const auto & p2 : town->buildings)
 
- 		{
 
- 			if (p2.second->upgrade == p.first)
 
- 			{
 
- 				buildingUpgrade = p2.first;
 
- 			}
 
- 		}
 
- 		if (!hasBuilt(buildingUpgrade)&&(hasBuilt(p.first)))
 
- 		{
 
- 			ret += p.second->produce;
 
- 		}
 
- 	}
 
- 	if (!getOwner().isValidPlayer())
 
- 		return ret;
 
- 	const auto & playerSettings = cb->getPlayerSettings(getOwner());
 
- 	ret.applyHandicap(playerSettings->handicap.percentIncome);
 
- 	return ret;
 
- }
 
- std::vector<CreatureID> CGTownInstance::providedCreatures() const
 
- {
 
- 	return {};
 
- }
 
- bool CGTownInstance::hasFort() const
 
- {
 
- 	return hasBuilt(BuildingID::FORT);
 
- }
 
- bool CGTownInstance::hasCapitol() const
 
- {
 
- 	return hasBuilt(BuildingID::CAPITOL);
 
- }
 
- TownFortifications CGTownInstance::fortificationsLevel() const
 
- {
 
- 	auto result = town->fortifications;
 
- 	for (auto const	& buildingID : builtBuildings)
 
- 		result += town->buildings.at(buildingID)->fortifications;
 
- 	if (result.wallsHealth == 0)
 
- 		return TownFortifications();
 
- 	return result;
 
- }
 
- CGTownInstance::CGTownInstance(IGameCallback *cb):
 
- 	CGDwelling(cb),
 
- 	town(nullptr),
 
- 	built(0),
 
- 	destroyed(0),
 
- 	identifier(0),
 
- 	alignmentToPlayer(PlayerColor::NEUTRAL)
 
- {
 
- 	this->setNodeType(CBonusSystemNode::TOWN);
 
- }
 
- CGTownInstance::~CGTownInstance()
 
- {
 
- 	for (auto & elem : rewardableBuildings)
 
- 		delete elem.second;
 
- }
 
- int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const
 
- {
 
- 	if(checkGuild && mageGuildLevel() < level)
 
- 		return 0;
 
- 	int ret = 6 - level; //how many spells are available at this level
 
- 	if (hasBuilt(BuildingSubID::LIBRARY))
 
- 		ret++;
 
- 	return ret;
 
- }
 
- bool CGTownInstance::needsLastStack() const
 
- {
 
- 	return garrisonHero != nullptr;
 
- }
 
- void CGTownInstance::setOwner(const PlayerColor & player) const
 
- {
 
- 	removeCapitols(player);
 
- 	cb->setOwner(this, player);
 
- }
 
- void CGTownInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
 
- {
 
- 	for (auto building : rewardableBuildings)
 
- 		building.second->blockingDialogAnswered(hero, answer); // FIXME: why call for every building?
 
- }
 
- void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
 
- {
 
- 	if(cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ) == PlayerRelations::ENEMIES)
 
- 	{
 
- 		if(armedGarrison() || visitingHero)
 
- 		{
 
- 			const CGHeroInstance * defendingHero = visitingHero ? visitingHero : garrisonHero;
 
- 			const CArmedInstance * defendingArmy = defendingHero ? (CArmedInstance *)defendingHero : this;
 
- 			const bool isBattleOutside = isBattleOutsideTown(defendingHero);
 
- 			if(!isBattleOutside && visitingHero && defendingHero == visitingHero)
 
- 			{
 
- 				//we have two approaches to merge armies: mergeGarrisonOnSiege() and used in the CGameHandler::garrisonSwap(ObjectInstanceID tid)
 
- 				auto * nodeSiege = defendingHero->whereShouldBeAttachedOnSiege(isBattleOutside);
 
- 				if(nodeSiege == (CBonusSystemNode *)this)
 
- 					cb->swapGarrisonOnSiege(this->id);
 
- 				const_cast<CGHeroInstance *>(defendingHero)->inTownGarrison = false; //hack to return visitor from garrison after battle
 
- 			}
 
- 			cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (isBattleOutside ? nullptr : this));
 
- 		}
 
- 		else
 
- 		{
 
- 			auto heroColor = h->getOwner();
 
- 			onTownCaptured(heroColor);
 
- 			if(cb->gameState()->getPlayerStatus(heroColor) == EPlayerStatus::WINNER)
 
- 			{
 
- 				return; //we just won game, we do not need to perform any extra actions
 
- 				//TODO: check how does H3 behave, visiting town on victory can affect campaigns (spells learned, +1 stat building visited)
 
- 			}
 
- 			cb->heroVisitCastle(this, h);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		assert(h->visitablePos() == this->visitablePos());
 
- 		bool commander_recover = h->commander && !h->commander->alive;
 
- 		if (commander_recover) // rise commander from dead
 
- 		{
 
- 			SetCommanderProperty scp;
 
- 			scp.heroid = h->id;
 
- 			scp.which = SetCommanderProperty::ALIVE;
 
- 			scp.amount = 1;
 
- 			cb->sendAndApply(&scp);
 
- 		}
 
- 		cb->heroVisitCastle(this, h);
 
- 		// TODO(vmarkovtsev): implement payment for rising the commander
 
- 		if (commander_recover) // info window about commander
 
- 		{
 
- 			InfoWindow iw;
 
- 			iw.player = h->tempOwner;
 
- 			iw.text.appendRawString(h->commander->getName());
 
- 			iw.components.emplace_back(ComponentType::CREATURE, h->commander->getId(), h->commander->getCount());
 
- 			cb->showInfoDialog(&iw);
 
- 		}
 
- 	}
 
- }
 
- void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const
 
- {
 
- 	//FIXME: find out why this issue appears on random maps
 
- 	if(visitingHero == h)
 
- 	{
 
- 		cb->stopHeroVisitCastle(this, h);
 
- 		logGlobal->trace("%s correctly left town %s", h->getNameTranslated(), getNameTranslated());
 
- 	}
 
- 	else
 
- 		logGlobal->warn("Warning, %s tries to leave the town %s but hero is not inside.", h->getNameTranslated(), getNameTranslated());
 
- }
 
- std::string CGTownInstance::getObjectName() const
 
- {
 
- 	return getNameTranslated() + ", " + town->faction->getNameTranslated();
 
- }
 
- bool CGTownInstance::townEnvisagesBuilding(BuildingSubID::EBuildingSubID subId) const
 
- {
 
- 	return town->getBuildingType(subId) != BuildingID::NONE;
 
- }
 
- void CGTownInstance::initializeConfigurableBuildings(vstd::RNG & rand)
 
- {
 
- 	for(const auto & kvp : town->buildings)
 
- 	{
 
- 		if(!kvp.second->rewardableObjectInfo.getParameters().isNull())
 
- 			rewardableBuildings[kvp.first] = new TownRewardableBuildingInstance(this, kvp.second->bid, rand);
 
- 	}
 
- }
 
- DamageRange CGTownInstance::getTowerDamageRange() const
 
- {
 
- 	// http://heroes.thelazy.net/wiki/Arrow_tower
 
- 	// base damage, irregardless of town level
 
- 	static constexpr int baseDamage = 6;
 
- 	// extra damage, for each building in town
 
- 	static constexpr int extraDamage = 1;
 
- 	const int minDamage = baseDamage + extraDamage * getTownLevel();
 
- 	return {
 
- 		minDamage,
 
- 		minDamage * 2
 
- 	};
 
- }
 
- DamageRange CGTownInstance::getKeepDamageRange() const
 
- {
 
- 	// http://heroes.thelazy.net/wiki/Arrow_tower
 
- 	// base damage, irregardless of town level
 
- 	static constexpr int baseDamage = 10;
 
- 	// extra damage, for each building in town
 
- 	static constexpr int extraDamage = 2;
 
- 	const int minDamage = baseDamage + extraDamage * getTownLevel();
 
- 	return {
 
- 		minDamage,
 
- 		minDamage * 2
 
- 	};
 
- }
 
- FactionID CGTownInstance::randomizeFaction(vstd::RNG & rand)
 
- {
 
- 	if(getOwner().isValidPlayer())
 
- 		return cb->gameState()->scenarioOps->getIthPlayersSettings(getOwner()).castle;
 
- 	if(alignmentToPlayer.isValidPlayer())
 
- 		return cb->gameState()->scenarioOps->getIthPlayersSettings(alignmentToPlayer).castle;
 
- 	std::vector<FactionID> potentialPicks;
 
- 	for (FactionID faction(0); faction < FactionID(VLC->townh->size()); ++faction)
 
- 		if (VLC->factions()->getById(faction)->hasTown())
 
- 			potentialPicks.push_back(faction);
 
- 	assert(!potentialPicks.empty());
 
- 	return *RandomGeneratorUtil::nextItem(potentialPicks, rand);
 
- }
 
- void CGTownInstance::pickRandomObject(vstd::RNG & rand)
 
- {
 
- 	assert(ID == MapObjectID::TOWN || ID == MapObjectID::RANDOM_TOWN);
 
- 	if (ID == MapObjectID::RANDOM_TOWN)
 
- 	{
 
- 		ID = MapObjectID::TOWN;
 
- 		subID = randomizeFaction(rand);
 
- 	}
 
- 	assert(ID == Obj::TOWN); // just in case
 
- 	setType(ID, subID);
 
- 	town = (*VLC->townh)[getFaction()]->town;
 
- 	randomizeArmy(getFaction());
 
- 	updateAppearance();
 
- }
 
- void CGTownInstance::initObj(vstd::RNG & rand) ///initialize town structures
 
- {
 
- 	blockVisit = true;
 
- 	if(townEnvisagesBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example
 
- 		creatures.resize(town->creatures.size() + 1);
 
- 	else
 
- 		creatures.resize(town->creatures.size());
 
- 	for (int level = 0; level < town->creatures.size(); level++)
 
- 	{
 
- 		BuildingID buildID = BuildingID(BuildingID::getDwellingFromLevel(level, 0));
 
- 		int upgradeNum = 0;
 
- 		for (; town->buildings.count(buildID); upgradeNum++, BuildingID::advanceDwelling(buildID))
 
- 		{
 
- 			if (hasBuilt(buildID) && town->creatures.at(level).size() > upgradeNum)
 
- 				creatures[level].second.push_back(town->creatures[level][upgradeNum]);
 
- 		}
 
- 	}
 
- 	initializeConfigurableBuildings(rand);
 
- 	initializeNeutralTownGarrison(rand);
 
- 	recreateBuildingsBonuses();
 
- 	updateAppearance();
 
- }
 
- void CGTownInstance::initializeNeutralTownGarrison(vstd::RNG & rand)
 
- {
 
- 	struct RandomGuardsInfo{
 
- 		int tier;
 
- 		int chance;
 
- 		int min;
 
- 		int max;
 
- 	};
 
- 	constexpr std::array<RandomGuardsInfo, 4> randomGuards = {
 
- 		RandomGuardsInfo{ 0, 33, 8, 15 },
 
- 		RandomGuardsInfo{ 1, 33, 5,  7 },
 
- 		RandomGuardsInfo{ 2, 20, 3,  5 },
 
- 		RandomGuardsInfo{ 3, 14, 1,  3 },
 
- 	};
 
- 	// Only neutral towns may get initial garrison
 
- 	if (getOwner().isValidPlayer())
 
- 		return;
 
- 	// Only towns with garrison not set in map editor may get initial garrison
 
- 	// FIXME: H3 editor allow explicitly empty garrison, but vcmi loses this flag on load
 
- 	if (stacksCount() > 0)
 
- 		return;
 
- 	for (auto const & guard : randomGuards)
 
- 	{
 
- 		if (rand.nextInt(99) >= guard.chance)
 
- 			continue;
 
- 		CreatureID guardID = getTown()->creatures[guard.tier].at(0);
 
- 		int guardSize = rand.nextInt(guard.min, guard.max);
 
- 		putStack(getFreeSlot(), new CStackInstance(guardID, guardSize));
 
- 	}
 
- }
 
- void CGTownInstance::newTurn(vstd::RNG & rand) const
 
- {
 
- 	for(const auto & building : rewardableBuildings)
 
- 		building.second->newTurn(rand);
 
- 		
 
- 	if(hasBuilt(BuildingSubID::BANK) && bonusValue.second > 0)
 
- 	{
 
- 		TResources res;
 
- 		res[EGameResID::GOLD] = -500;
 
- 		cb->giveResources(getOwner(), res);
 
- 		cb->setObjPropertyValue(id, ObjProperty::BONUS_VALUE_SECOND, bonusValue.second - 500);
 
- 	}
 
- }
 
- bool CGTownInstance::passableFor(PlayerColor color) const
 
- {
 
- 	if (!armedGarrison())//empty castle - anyone can visit
 
- 		return true;
 
- 	if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit
 
- 		return false;
 
- 	return cb->getPlayerRelations(tempOwner, color) != PlayerRelations::ENEMIES;
 
- }
 
- void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const
 
- {
 
- 	offsets = {int3(-1,2,0), int3(+1,2,0)};
 
- }
 
- CGTownInstance::EGeneratorState CGTownInstance::shipyardStatus() const
 
- {
 
- 	if (!hasBuilt(BuildingID::SHIPYARD))
 
- 		return EGeneratorState::UNKNOWN;
 
- 	return IShipyard::shipyardStatus();
 
- }
 
- const IObjectInterface * CGTownInstance::getObject() const
 
- {
 
- 	return this;
 
- }
 
- void CGTownInstance::mergeGarrisonOnSiege() const
 
- {
 
- 	auto getWeakestStackSlot = [&](ui64 powerLimit)
 
- 	{
 
- 		std::vector<SlotID> weakSlots;
 
- 		auto stacksList = visitingHero->stacks;
 
- 		std::pair<SlotID, CStackInstance *> pair;
 
- 		while(!stacksList.empty())
 
- 		{
 
- 			pair = *vstd::minElementByFun(stacksList, [&](const std::pair<SlotID, CStackInstance *> & elem) { return elem.second->getPower(); });
 
- 			if(powerLimit > pair.second->getPower() &&
 
- 				(weakSlots.empty() || pair.second->getPower() == visitingHero->getStack(weakSlots.front()).getPower()))
 
- 			{
 
- 				weakSlots.push_back(pair.first);
 
- 				stacksList.erase(pair.first);
 
- 			}
 
- 			else
 
- 				break;
 
- 		}
 
- 		if(!weakSlots.empty())
 
- 			return *std::max_element(weakSlots.begin(), weakSlots.end());
 
- 		return SlotID();
 
- 	};
 
- 	auto count = static_cast<int>(stacks.size());
 
- 	for(int i = 0; i < count; i++)
 
- 	{
 
- 		auto pair = *vstd::maxElementByFun(stacks, [&](const std::pair<SlotID, CStackInstance *> & elem)
 
- 		{
 
- 			ui64 power = elem.second->getPower();
 
- 			auto dst = visitingHero->getSlotFor(elem.second->getCreatureID());
 
- 			if(dst.validSlot() && visitingHero->hasStackAtSlot(dst))
 
- 				power += visitingHero->getStack(dst).getPower();
 
- 			return power;
 
- 		});
 
- 		auto dst = visitingHero->getSlotFor(pair.second->getCreatureID());
 
- 		if(dst.validSlot())
 
- 			cb->moveStack(StackLocation(this, pair.first), StackLocation(visitingHero, dst), -1);
 
- 		else
 
- 		{
 
- 			dst = getWeakestStackSlot(static_cast<int>(pair.second->getPower()));
 
- 			if(dst.validSlot())
 
- 				cb->swapStacks(StackLocation(this, pair.first), StackLocation(visitingHero, dst));
 
- 		}
 
- 	}
 
- }
 
- void CGTownInstance::removeCapitols(const PlayerColor & owner) const
 
- {
 
- 	if (hasCapitol()) // search if there's an older capitol
 
- 	{
 
- 		PlayerState* state = cb->gameState()->getPlayerState(owner); //get all towns owned by player
 
- 		for (const auto & town : state->getTowns())
 
- 		{
 
- 			if (town != this && town->hasCapitol())
 
- 			{
 
- 				RazeStructures rs;
 
- 				rs.tid = id;
 
- 				rs.bid.insert(BuildingID::CAPITOL);
 
- 				rs.destroyed = destroyed;
 
- 				cb->sendAndApply(&rs);
 
- 				return;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGTownInstance::clearArmy() const
 
- {
 
- 	while(!stacks.empty())
 
- 	{
 
- 		cb->eraseStack(StackLocation(this, stacks.begin()->first));
 
- 	}
 
- }
 
- BoatId CGTownInstance::getBoatType() const
 
- {
 
- 	return town->faction->boatType;
 
- }
 
- int CGTownInstance::getMarketEfficiency() const
 
- {
 
- 	if(!hasBuiltSomeTradeBuilding())
 
- 		return 0;
 
- 	const PlayerState *p = cb->getPlayerState(tempOwner);
 
- 	assert(p);
 
- 	int marketCount = 0;
 
- 	for(const CGTownInstance *t : p->getTowns())
 
- 		if(t->hasBuiltSomeTradeBuilding())
 
- 			marketCount++;
 
- 	return marketCount;
 
- }
 
- std::vector<TradeItemBuy> CGTownInstance::availableItemsIds(EMarketMode mode) const
 
- {
 
- 	if(mode == EMarketMode::RESOURCE_ARTIFACT)
 
- 	{
 
- 		std::vector<TradeItemBuy> ret;
 
- 		for(const CArtifact *a : cb->gameState()->map->townMerchantArtifacts)
 
- 			if(a)
 
- 				ret.push_back(a->getId());
 
- 			else
 
- 				ret.push_back(ArtifactID{});
 
- 		return ret;
 
- 	}
 
- 	else if ( mode == EMarketMode::RESOURCE_SKILL )
 
- 	{
 
- 		return cb->gameState()->map->townUniversitySkills;
 
- 	}
 
- 	else
 
- 		return IMarket::availableItemsIds(mode);
 
- }
 
- ObjectInstanceID CGTownInstance::getObjInstanceID() const
 
- {
 
- 	return id;
 
- }
 
- void CGTownInstance::updateAppearance()
 
- {
 
- 	auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
 
- 	//FIXME: not the best way to do this
 
- 	auto app = getObjectHandler()->getOverride(terrain, this);
 
- 	if (app)
 
- 		appearance = app;
 
- }
 
- std::string CGTownInstance::nodeName() const
 
- {
 
- 	return "Town (" + (town ? town->faction->getNameTranslated() : "unknown") + ") of " + getNameTranslated();
 
- }
 
- void CGTownInstance::deserializationFix()
 
- {
 
- 	attachTo(townAndVis);
 
- 	//Hero is already handled by CGameState::attachArmedObjects
 
- // 	if(visitingHero)
 
- // 		visitingHero->attachTo(&townAndVis);
 
- // 	if(garrisonHero)
 
- // 		garrisonHero->attachTo(this);
 
- }
 
- void CGTownInstance::updateMoraleBonusFromArmy()
 
- {
 
- 	auto b = getExportedBonusList().getFirst(Selector::sourceType()(BonusSource::ARMY).And(Selector::type()(BonusType::MORALE)));
 
- 	if(!b)
 
- 	{
 
- 		b = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, 0, BonusSourceID());
 
- 		addNewBonus(b);
 
- 	}
 
- 	if (garrisonHero)
 
- 	{
 
- 		b->val = 0;
 
- 		CBonusSystemNode::treeHasChanged();
 
- 	}
 
- 	else
 
- 		CArmedInstance::updateMoraleBonusFromArmy();
 
- }
 
- void CGTownInstance::recreateBuildingsBonuses()
 
- {
 
- 	BonusList bl;
 
- 	getExportedBonusList().getBonuses(bl, Selector::sourceType()(BonusSource::TOWN_STRUCTURE));
 
- 	for(const auto & b : bl)
 
- 		removeBonus(b);
 
- 	for(const auto & bid : builtBuildings)
 
- 	{
 
- 		bool bonusesReplacedByUpgrade = false;
 
- 		for(const auto & upgradeID : builtBuildings)
 
- 		{
 
- 			const auto & upgrade = town->buildings.at(upgradeID);
 
- 			if (upgrade->getBase() == bid && upgrade->upgradeReplacesBonuses)
 
- 				bonusesReplacedByUpgrade = true;
 
- 		}
 
- 		// bonuses from this building are disabled and replaced by bonuses from an upgrade
 
- 		if (bonusesReplacedByUpgrade)
 
- 			continue;
 
- 		auto building = town->buildings.at(bid);
 
- 		if(building->buildingBonuses.empty())
 
- 			continue;
 
- 		for(auto & bonus : building->buildingBonuses)
 
- 			addNewBonus(bonus);
 
- 	}
 
- }
 
- void CGTownInstance::setVisitingHero(CGHeroInstance *h)
 
- {
 
- 	if(visitingHero.get() == h)
 
- 		return;
 
- 	
 
- 	if(h)
 
- 	{
 
- 		PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
 
- 		assert(p);
 
- 		h->detachFrom(*p);
 
- 		h->attachTo(townAndVis);
 
- 		visitingHero = h;
 
- 		h->visitedTown = this;
 
- 		h->inTownGarrison = false;
 
- 	}
 
- 	else
 
- 	{
 
- 		PlayerState *p = cb->gameState()->getPlayerState(visitingHero->tempOwner);
 
- 		visitingHero->visitedTown = nullptr;
 
- 		visitingHero->detachFrom(townAndVis);
 
- 		visitingHero->attachTo(*p);
 
- 		visitingHero = nullptr;
 
- 	}
 
- }
 
- void CGTownInstance::setGarrisonedHero(CGHeroInstance *h)
 
- {
 
- 	if(garrisonHero.get() == h)
 
- 		return;
 
- 	
 
- 	if(h)
 
- 	{
 
- 		PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
 
- 		assert(p);
 
- 		h->detachFrom(*p);
 
- 		h->attachTo(*this);
 
- 		garrisonHero = h;
 
- 		h->visitedTown = this;
 
- 		h->inTownGarrison = true;
 
- 	}
 
- 	else
 
- 	{
 
- 		PlayerState *p = cb->gameState()->getPlayerState(garrisonHero->tempOwner);
 
- 		garrisonHero->visitedTown = nullptr;
 
- 		garrisonHero->inTownGarrison = false;
 
- 		garrisonHero->detachFrom(*this);
 
- 		garrisonHero->attachTo(*p);
 
- 		garrisonHero = nullptr;
 
- 	}
 
- 	updateMoraleBonusFromArmy(); //avoid giving morale bonus for same army twice
 
- }
 
- bool CGTownInstance::armedGarrison() const
 
- {
 
- 	return !stacks.empty() || garrisonHero;
 
- }
 
- const CTown * CGTownInstance::getTown() const
 
- {
 
-     if(ID == Obj::RANDOM_TOWN)
 
- 		return VLC->townh->randomTown;
 
- 	else
 
- 	{
 
- 		if(nullptr == town)
 
- 		{
 
- 			return (*VLC->townh)[getFaction()]->town;
 
- 		}
 
- 		else
 
- 			return town;
 
- 	}
 
- }
 
- int CGTownInstance::getTownLevel() const
 
- {
 
- 	// count all buildings that are not upgrades
 
- 	int level = 0;
 
- 	for(const auto & bid : builtBuildings)
 
- 	{
 
- 		if(town->buildings.at(bid)->upgrade == BuildingID::NONE)
 
- 			level++;
 
- 	}
 
- 	return level;
 
- }
 
- CBonusSystemNode & CGTownInstance::whatShouldBeAttached()
 
- {
 
- 	return townAndVis;
 
- }
 
- std::string CGTownInstance::getNameTranslated() const
 
- {
 
- 	return VLC->generaltexth->translate(nameTextId);
 
- }
 
- std::string CGTownInstance::getNameTextID() const
 
- {
 
- 	return nameTextId;
 
- }
 
- void CGTownInstance::setNameTextId( const std::string & newName )
 
- {
 
- 	nameTextId = newName;
 
- }
 
- const CArmedInstance * CGTownInstance::getUpperArmy() const
 
- {
 
- 	if(garrisonHero)
 
- 		return garrisonHero;
 
- 	return this;
 
- }
 
- bool CGTownInstance::hasBuiltSomeTradeBuilding() const
 
- {
 
- 	return availableModes().empty() ? false : true;
 
- }
 
- bool CGTownInstance::hasBuilt(BuildingSubID::EBuildingSubID buildingID) const
 
- {
 
- 	for(const auto & bid : builtBuildings)
 
- 	{
 
- 		if(town->buildings.at(bid)->subId == buildingID)
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- bool CGTownInstance::hasBuilt(const BuildingID & buildingID) const
 
- {
 
- 	return vstd::contains(builtBuildings, buildingID);
 
- }
 
- bool CGTownInstance::hasBuilt(const BuildingID & buildingID, FactionID townID) const
 
- {
 
- 	if (townID == town->faction->getId() || townID == FactionID::ANY)
 
- 		return hasBuilt(buildingID);
 
- 	return false;
 
- }
 
- void CGTownInstance::addBuilding(const BuildingID & buildingID)
 
- {
 
- 	if(buildingID == BuildingID::NONE)
 
- 		return;
 
- 	builtBuildings.insert(buildingID);
 
- }
 
- std::set<EMarketMode> CGTownInstance::availableModes() const
 
- {
 
- 	std::set<EMarketMode> result;
 
- 	for (const auto & buildingID : builtBuildings)
 
- 	{
 
- 		const auto * buildingPtr = town->buildings.at(buildingID).get();
 
- 		result.insert(buildingPtr->marketModes.begin(), buildingPtr->marketModes.end());
 
- 	}
 
- 	return result;
 
- }
 
- void CGTownInstance::removeBuilding(const BuildingID & buildingID)
 
- {
 
- 	if(!vstd::contains(builtBuildings, buildingID))
 
- 		return;
 
- 	builtBuildings.erase(buildingID);
 
- }
 
- void CGTownInstance::removeAllBuildings()
 
- {
 
- 	builtBuildings.clear();
 
- }
 
- std::set<BuildingID> CGTownInstance::getBuildings() const
 
- {
 
- 	return builtBuildings;
 
- }
 
- TResources CGTownInstance::getBuildingCost(const BuildingID & buildingID) const
 
- {
 
- 	if (vstd::contains(town->buildings, buildingID))
 
- 		return town->buildings.at(buildingID)->resources;
 
- 	else
 
- 	{
 
- 		logGlobal->error("Town %s at %s has no possible building %d!", getNameTranslated(), pos.toString(), buildingID.toEnum());
 
- 		return TResources();
 
- 	}
 
- }
 
- CBuilding::TRequired CGTownInstance::genBuildingRequirements(const BuildingID & buildID, bool deep) const
 
- {
 
- 	const CBuilding * building = town->buildings.at(buildID);
 
- 	//TODO: find better solution to prevent infinite loops
 
- 	std::set<BuildingID> processed;
 
- 	std::function<CBuilding::TRequired::Variant(const BuildingID &)> dependTest =
 
- 	[&](const BuildingID & id) -> CBuilding::TRequired::Variant
 
- 	{
 
- 		if (town->buildings.count(id) == 0)
 
- 		{
 
- 			logMod->error("Invalid building ID %d in building dependencies!", id.getNum());
 
- 			return CBuilding::TRequired::OperatorAll();
 
- 		}
 
- 		const CBuilding * build = town->buildings.at(id);
 
- 		CBuilding::TRequired::OperatorAll requirements;
 
- 		if (!hasBuilt(id))
 
- 		{
 
- 			if (deep)
 
- 				requirements.expressions.emplace_back(id);
 
- 			else
 
- 				return id;
 
- 		}
 
- 		if(!vstd::contains(processed, id))
 
- 		{
 
- 			processed.insert(id);
 
- 			if (build->upgrade != BuildingID::NONE)
 
- 				requirements.expressions.push_back(dependTest(build->upgrade));
 
- 			requirements.expressions.push_back(build->requirements.morph(dependTest));
 
- 		}
 
- 		return requirements;
 
- 	};
 
- 	CBuilding::TRequired::OperatorAll requirements;
 
- 	if (building->upgrade != BuildingID::NONE)
 
- 	{
 
- 		const CBuilding * upgr = town->buildings.at(building->upgrade);
 
- 		requirements.expressions.push_back(dependTest(upgr->bid));
 
- 		processed.clear();
 
- 	}
 
- 	requirements.expressions.push_back(building->requirements.morph(dependTest));
 
- 	CBuilding::TRequired::Variant variant(requirements);
 
- 	CBuilding::TRequired ret(variant);
 
- 	ret.minimize();
 
- 	return ret;
 
- }
 
- void CGTownInstance::addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID ) const
 
- {
 
- 	if(visitingHero == h)
 
- 		cb->setObjPropertyValue(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors
 
- 	else if(garrisonHero == h)
 
- 		cb->setObjPropertyValue(id, ObjProperty::STRUCTURE_ADD_GARRISONED_HERO, structureInstanceID); //then it must be garrisoned hero
 
- 	else
 
- 	{
 
- 		//should never ever happen
 
- 		logGlobal->error("Cannot add hero %s to visitors of structure # %d", h->getNameTranslated(), structureInstanceID);
 
- 		throw std::runtime_error("unexpected hero in CGTownInstance::addHeroToStructureVisitors");
 
- 	}
 
- }
 
- void CGTownInstance::battleFinished(const CGHeroInstance * hero, const BattleResult & result) const
 
- {
 
- 	if(result.winner == BattleSide::ATTACKER)
 
- 	{
 
- 		clearArmy();
 
- 		onTownCaptured(hero->getOwner());
 
- 	}
 
- }
 
- void CGTownInstance::onTownCaptured(const PlayerColor & winner) const
 
- {
 
- 	setOwner(winner);
 
- 	cb->changeFogOfWar(getSightCenter(), getSightRadius(), winner, ETileVisibility::REVEALED);
 
- }
 
- void CGTownInstance::afterAddToMap(CMap * map)
 
- {
 
- 	map->towns.emplace_back(this);
 
- }
 
- void CGTownInstance::afterRemoveFromMap(CMap * map)
 
- {
 
- 	vstd::erase_if_present(map->towns, this);
 
- }
 
- void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler)
 
- {
 
- 	CGObjectInstance::serializeJsonOwner(handler);
 
- 	if(!handler.saving)
 
- 		handler.serializeEnum("tightFormation", formation, NArmyFormation::names); //for old format
 
- 	CArmedInstance::serializeJsonOptions(handler);
 
- 	handler.serializeString("name", nameTextId);
 
- 	{
 
- 		auto decodeBuilding = [this](const std::string & identifier) -> si32
 
- 		{
 
- 			auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), getTown()->getBuildingScope(), identifier);
 
- 			if(rawId)
 
- 				return rawId.value();
 
- 			else
 
- 				return -1;
 
- 		};
 
- 		auto encodeBuilding = [this](si32 index) -> std::string
 
- 		{
 
- 			return getTown()->buildings.at(BuildingID(index))->getJsonKey();
 
- 		};
 
- 		const std::set<si32> standard = getTown()->getAllBuildings();//by default all buildings are allowed
 
- 		JsonSerializeFormat::LICSet buildingsLIC(standard, decodeBuilding, encodeBuilding);
 
- 		if(handler.saving)
 
- 		{
 
- 			bool customBuildings = false;
 
- 			boost::logic::tribool hasFort(false);
 
- 			for(const BuildingID & id : forbiddenBuildings)
 
- 			{
 
- 				buildingsLIC.none.insert(id.getNum());
 
- 				customBuildings = true;
 
- 			}
 
- 			for(const BuildingID & id : builtBuildings)
 
- 			{
 
- 				if(id == BuildingID::DEFAULT)
 
- 					continue;
 
- 				const CBuilding * building = getTown()->buildings.at(id);
 
- 				if(building->mode == CBuilding::BUILD_AUTO)
 
- 					continue;
 
- 				if(id == BuildingID::FORT)
 
- 					hasFort = true;
 
- 				buildingsLIC.all.insert(id.getNum());
 
- 				customBuildings = true;
 
- 			}
 
- 			if(customBuildings)
 
- 				handler.serializeLIC("buildings", buildingsLIC);
 
- 			else
 
- 				handler.serializeBool("hasFort",hasFort);
 
- 		}
 
- 		else
 
- 		{
 
- 			handler.serializeLIC("buildings", buildingsLIC);
 
- 			addBuilding(BuildingID::VILLAGE_HALL);
 
- 			if(buildingsLIC.none.empty() && buildingsLIC.all.empty())
 
- 			{
 
- 				addBuilding(BuildingID::DEFAULT);
 
- 				bool hasFort = false;
 
- 				handler.serializeBool("hasFort",hasFort);
 
- 				if(hasFort)
 
- 					addBuilding(BuildingID::FORT);
 
- 			}
 
- 			else
 
- 			{
 
- 				for(const si32 item : buildingsLIC.none)
 
- 					forbiddenBuildings.insert(BuildingID(item));
 
- 				for(const si32 item : buildingsLIC.all)
 
- 					addBuilding(BuildingID(item));
 
- 			}
 
- 		}
 
- 	}
 
- 	{
 
- 		handler.serializeIdArray( "possibleSpells", possibleSpells);
 
- 		handler.serializeIdArray( "obligatorySpells", obligatorySpells);
 
- 	}
 
- 	{
 
- 		auto eventsHandler = handler.enterArray("events");
 
- 		eventsHandler.syncSize(events, JsonNode::JsonType::DATA_VECTOR);
 
- 		eventsHandler.serializeStruct(events);
 
- 	}
 
- }
 
- FactionID CGTownInstance::getFaction() const
 
- {
 
- 	return  FactionID(subID.getNum());
 
- }
 
- TerrainId CGTownInstance::getNativeTerrain() const
 
- {
 
- 	return town->faction->getNativeTerrain();
 
- }
 
- ArtifactID CGTownInstance::getWarMachineInBuilding(BuildingID building) const
 
- {
 
- 	if (builtBuildings.count(building) == 0)
 
- 		return ArtifactID::NONE;
 
- 	if (building == BuildingID::BLACKSMITH && town->warMachineDeprecated.hasValue())
 
- 		return town->warMachineDeprecated.toCreature()->warMachine;
 
- 	return town->buildings.at(building)->warMachine;
 
- }
 
- bool CGTownInstance::isWarMachineAvailable(ArtifactID warMachine) const
 
- {
 
- 	for (auto const & buildingID : builtBuildings)
 
- 		if (town->buildings.at(buildingID)->warMachine == warMachine)
 
- 			return true;
 
- 	if (builtBuildings.count(BuildingID::BLACKSMITH) &&
 
- 	   town->warMachineDeprecated.hasValue() &&
 
- 	   town->warMachineDeprecated.toCreature()->warMachine == warMachine)
 
- 		return true;
 
- 	return false;
 
- }
 
- GrowthInfo::Entry::Entry(const std::string &format, int _count)
 
- 	: count(_count)
 
- {
 
- 	MetaString formatter;
 
- 	formatter.appendRawString(format);
 
- 	formatter.replacePositiveNumber(count);
 
- 	description = formatter.toString();
 
- }
 
- GrowthInfo::Entry::Entry(int subID, const BuildingID & building, int _count): count(_count)
 
- {
 
- 	MetaString formatter;
 
- 	formatter.appendRawString("%s %+d");
 
- 	formatter.replaceRawString((*VLC->townh)[subID]->town->buildings.at(building)->getNameTranslated());
 
- 	formatter.replacePositiveNumber(count);
 
- 	description = formatter.toString();
 
- }
 
- GrowthInfo::Entry::Entry(int _count, std::string fullDescription):
 
- 	count(_count),
 
- 	description(std::move(fullDescription))
 
- {
 
- }
 
- CTownAndVisitingHero::CTownAndVisitingHero()
 
- {
 
- 	setNodeType(TOWN_AND_VISITOR);
 
- }
 
- int GrowthInfo::totalGrowth() const
 
- {
 
- 	int ret = 0;
 
- 	for(const Entry &entry : entries)
 
- 		ret += entry.count;
 
- 	// always round up income - we don't want buildings to always produce zero if handicap in use
 
- 	return vstd::divideAndCeil(ret * handicapPercentage, 100);
 
- }
 
- void CGTownInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
 
- {
 
- 	for(const CGTownInstance::TCreaturesSet::value_type & dwelling : creatures)
 
- 	{
 
- 		if (vstd::contains(dwelling.second, stack.type->getId())) //Dwelling with our creature
 
- 		{
 
- 			for(const auto & upgrID : dwelling.second)
 
- 			{
 
- 				if(vstd::contains(stack.type->upgrades, upgrID)) //possible upgrade
 
- 				{
 
- 					info.newID.push_back(upgrID);
 
- 					info.cost.push_back(upgrID.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost());
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGTownInstance::postDeserialize()
 
- {
 
- 	setNodeType(CBonusSystemNode::TOWN);
 
- 	for(auto & building : rewardableBuildings)
 
- 		building.second->town = this;
 
- }
 
- std::map<BuildingID, TownRewardableBuildingInstance*> CGTownInstance::convertOldBuildings(std::vector<TownRewardableBuildingInstance*> oldVector)
 
- {
 
- 	std::map<BuildingID, TownRewardableBuildingInstance*> result;
 
- 	for(auto & building : oldVector)
 
- 	{
 
- 		result[building->getBuildingType()] = new TownRewardableBuildingInstance(*building);
 
- 		delete building;
 
- 	}
 
- 	return result;
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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