| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232 | /* * TownBuildingInstance.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 "TownBuildingInstance.h"#include "CGTownInstance.h"#include "../IGameCallback.h"#include "../mapObjects/CGHeroInstance.h"#include "../entities/building/CBuilding.h"#include <vstd/RNG.h>VCMI_LIB_NAMESPACE_BEGINTownBuildingInstance::TownBuildingInstance(IGameCallback * cb)	: IObjectInterface(cb)	, town(nullptr){}TownBuildingInstance::TownBuildingInstance(CGTownInstance * town, const BuildingID & index)	: IObjectInterface(town->cb)	, town(town)	, bID(index){}PlayerColor TownBuildingInstance::getOwner() const{	return town->getOwner();}MapObjectID TownBuildingInstance::getObjGroupIndex() const{	return -1;}MapObjectSubID TownBuildingInstance::getObjTypeIndex() const{	return 0;}const IOwnableObject * TownBuildingInstance::asOwnable() const{	return nullptr;}int3 TownBuildingInstance::visitablePos() const{	return town->visitablePos();}int3 TownBuildingInstance::getPosition() const{	return town->getPosition();}TownRewardableBuildingInstance::TownRewardableBuildingInstance(IGameCallback *cb)	: TownBuildingInstance(cb){}TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand)	: TownBuildingInstance(town, index){	initObj(rand);}void TownRewardableBuildingInstance::initObj(vstd::RNG & rand){	assert(town && town->town);	configuration = generateConfiguration(rand);}Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(vstd::RNG & rand) const{	Rewardable::Configuration result;	auto building = town->town->buildings.at(getBuildingType());	building->rewardableObjectInfo.configureObject(result, rand, cb);	for(auto & rewardInfo : result.info)	{		for (auto & bonus : rewardInfo.reward.bonuses)		{			bonus.source = BonusSource::TOWN_STRUCTURE;			bonus.sid = BonusSourceID(building->getUniqueTypeID());		}	}	return result;}void TownRewardableBuildingInstance::newTurn(vstd::RNG & rand) const{	if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)	{		auto newConfiguration = generateConfiguration(rand);		cb->setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration);		if(configuration.resetParameters.visitors)		{			cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType());		}	}}void TownRewardableBuildingInstance::setProperty(ObjProperty what, ObjPropertyID identifier){	switch (what)	{		case ObjProperty::VISITORS:			visitors.insert(identifier.as<ObjectInstanceID>());			break;		case ObjProperty::STRUCTURE_CLEAR_VISITORS:			visitors.clear();			break;		case ObjProperty::REWARD_SELECT:			selectedReward = identifier.getNum();			break;	}}void TownRewardableBuildingInstance::heroLevelUpDone(const CGHeroInstance *hero) const{	grantRewardAfterLevelup(configuration.info.at(selectedReward), town, hero);}void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const{	if(answer == 0)		return; // player refused		if(visitors.find(hero->id) != visitors.end())		return; // query not for this building	if(answer > 0 && answer-1 < configuration.info.size())	{		auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);		grantReward(list[answer - 1], hero);	}	else	{		throw std::runtime_error("Unhandled choice");	}}void TownRewardableBuildingInstance::grantReward(ui32 rewardID, const CGHeroInstance * hero) const{	grantRewardBeforeLevelup(configuration.info.at(rewardID), hero);		// hero is not blocked by levelup dialog - grant remainder immediately	if(!cb->isVisitCoveredByAnotherQuery(town, hero))	{		grantRewardAfterLevelup(configuration.info.at(rewardID), town, hero);	}}bool TownRewardableBuildingInstance::wasVisited(const CGHeroInstance * contextHero) const{	return wasVisitedBefore(contextHero);}bool TownRewardableBuildingInstance::wasVisitedBefore(const CGHeroInstance * contextHero) const{	switch (configuration.visitMode)	{		case Rewardable::VISIT_UNLIMITED:			return false;		case Rewardable::VISIT_ONCE:			return !visitors.empty();		case Rewardable::VISIT_PLAYER:			return false; //not supported		case Rewardable::VISIT_BONUS:		{			const auto building = town->getTown()->buildings.at(getBuildingType());			return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()));		}		case Rewardable::VISIT_HERO:			return visitors.find(contextHero->id) != visitors.end();		case Rewardable::VISIT_LIMITER:			return configuration.visitLimiter.heroAllowed(contextHero);		default:			return false;	}}void TownRewardableBuildingInstance::onHeroVisit(const CGHeroInstance *h) const{	assert(town->hasBuilt(getBuildingType()));	if(town->hasBuilt(getBuildingType()))		doHeroVisit(h);}const IObjectInterface * TownRewardableBuildingInstance::getObject() const{	return this;}bool TownRewardableBuildingInstance::wasVisited(PlayerColor player) const{	switch (configuration.visitMode)	{		case Rewardable::VISIT_UNLIMITED:		case Rewardable::VISIT_BONUS:		case Rewardable::VISIT_HERO:		case Rewardable::VISIT_LIMITER:			return false;		case Rewardable::VISIT_ONCE:		case Rewardable::VISIT_PLAYER:			return !visitors.empty();		default:			return false;	}}void TownRewardableBuildingInstance::markAsVisited(const CGHeroInstance * hero) const{	town->addHeroToStructureVisitors(hero, getBuildingType());}void TownRewardableBuildingInstance::markAsScouted(const CGHeroInstance * hero) const{	// no-op - town building is always 'scouted' by owner}VCMI_LIB_NAMESPACE_END
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