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- /*
- * 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_BEGIN
- TownBuildingInstance::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::anchorPos() const
- {
- return town->anchorPos();
- }
- 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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