TownBuildingInstance.cpp 5.9 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. initObj(rand);
  58. }
  59. void TownRewardableBuildingInstance::initObj(vstd::RNG & rand)
  60. {
  61. assert(town && town->town);
  62. configuration = generateConfiguration(rand);
  63. }
  64. Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(vstd::RNG & rand) const
  65. {
  66. Rewardable::Configuration result;
  67. auto building = town->town->buildings.at(getBuildingType());
  68. building->rewardableObjectInfo.configureObject(result, rand, cb);
  69. for(auto & rewardInfo : result.info)
  70. {
  71. for (auto & bonus : rewardInfo.reward.bonuses)
  72. {
  73. bonus.source = BonusSource::TOWN_STRUCTURE;
  74. bonus.sid = BonusSourceID(building->getUniqueTypeID());
  75. }
  76. }
  77. return result;
  78. }
  79. void TownRewardableBuildingInstance::newTurn(vstd::RNG & rand) const
  80. {
  81. if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
  82. {
  83. auto newConfiguration = generateConfiguration(rand);
  84. cb->setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration);
  85. if(configuration.resetParameters.visitors)
  86. {
  87. cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType());
  88. }
  89. }
  90. }
  91. void TownRewardableBuildingInstance::setProperty(ObjProperty what, ObjPropertyID identifier)
  92. {
  93. switch (what)
  94. {
  95. case ObjProperty::VISITORS:
  96. visitors.insert(identifier.as<ObjectInstanceID>());
  97. break;
  98. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  99. visitors.clear();
  100. break;
  101. case ObjProperty::REWARD_SELECT:
  102. selectedReward = identifier.getNum();
  103. break;
  104. }
  105. }
  106. void TownRewardableBuildingInstance::heroLevelUpDone(const CGHeroInstance *hero) const
  107. {
  108. grantRewardAfterLevelup(configuration.info.at(selectedReward), town, hero);
  109. }
  110. void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
  111. {
  112. if(answer == 0)
  113. return; // player refused
  114. if(visitors.find(hero->id) != visitors.end())
  115. return; // query not for this building
  116. if(answer > 0 && answer-1 < configuration.info.size())
  117. {
  118. auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
  119. grantReward(list[answer - 1], hero);
  120. }
  121. else
  122. {
  123. throw std::runtime_error("Unhandled choice");
  124. }
  125. }
  126. void TownRewardableBuildingInstance::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
  127. {
  128. grantRewardBeforeLevelup(configuration.info.at(rewardID), hero);
  129. // hero is not blocked by levelup dialog - grant remainder immediately
  130. if(!cb->isVisitCoveredByAnotherQuery(town, hero))
  131. {
  132. grantRewardAfterLevelup(configuration.info.at(rewardID), town, hero);
  133. }
  134. }
  135. bool TownRewardableBuildingInstance::wasVisited(const CGHeroInstance * contextHero) const
  136. {
  137. return wasVisitedBefore(contextHero);
  138. }
  139. bool TownRewardableBuildingInstance::wasVisitedBefore(const CGHeroInstance * contextHero) const
  140. {
  141. switch (configuration.visitMode)
  142. {
  143. case Rewardable::VISIT_UNLIMITED:
  144. return false;
  145. case Rewardable::VISIT_ONCE:
  146. return !visitors.empty();
  147. case Rewardable::VISIT_PLAYER:
  148. return false; //not supported
  149. case Rewardable::VISIT_BONUS:
  150. {
  151. const auto building = town->getTown()->buildings.at(getBuildingType());
  152. return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()));
  153. }
  154. case Rewardable::VISIT_HERO:
  155. return visitors.find(contextHero->id) != visitors.end();
  156. case Rewardable::VISIT_LIMITER:
  157. return configuration.visitLimiter.heroAllowed(contextHero);
  158. default:
  159. return false;
  160. }
  161. }
  162. void TownRewardableBuildingInstance::onHeroVisit(const CGHeroInstance *h) const
  163. {
  164. assert(town->hasBuilt(getBuildingType()));
  165. if(town->hasBuilt(getBuildingType()))
  166. doHeroVisit(h);
  167. }
  168. const IObjectInterface * TownRewardableBuildingInstance::getObject() const
  169. {
  170. return this;
  171. }
  172. bool TownRewardableBuildingInstance::wasVisited(PlayerColor player) const
  173. {
  174. switch (configuration.visitMode)
  175. {
  176. case Rewardable::VISIT_UNLIMITED:
  177. case Rewardable::VISIT_BONUS:
  178. case Rewardable::VISIT_HERO:
  179. case Rewardable::VISIT_LIMITER:
  180. return false;
  181. case Rewardable::VISIT_ONCE:
  182. case Rewardable::VISIT_PLAYER:
  183. return !visitors.empty();
  184. default:
  185. return false;
  186. }
  187. }
  188. void TownRewardableBuildingInstance::markAsVisited(const CGHeroInstance * hero) const
  189. {
  190. town->addHeroToStructureVisitors(hero, getBuildingType());
  191. }
  192. void TownRewardableBuildingInstance::markAsScouted(const CGHeroInstance * hero) const
  193. {
  194. // no-op - town building is always 'scouted' by owner
  195. }
  196. VCMI_LIB_NAMESPACE_END