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- /*
- * CGTownInstance.h, 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
- *
- */
- #pragma once
- #include "IMarket.h"
- #include "CGDwelling.h"
- #include "../entities/faction/CFaction.h" // TODO: remove
- #include "../entities/faction/CTown.h" // TODO: remove
- VCMI_LIB_NAMESPACE_BEGIN
- class CCastleEvent;
- class CTown;
- class TownBuildingInstance;
- struct TownFortifications;
- class TownRewardableBuildingInstance;
- struct DamageRange;
- template<typename ContainedClass>
- class LogicalExpression;
- class DLL_LINKAGE CTownAndVisitingHero : public CBonusSystemNode
- {
- public:
- CTownAndVisitingHero();
- };
- struct DLL_LINKAGE GrowthInfo
- {
- struct Entry
- {
- int count;
- std::string description;
- Entry(const std::string &format, int _count);
- Entry(int subID, const BuildingID & building, int _count);
- Entry(int _count, std::string fullDescription);
- };
- std::vector<Entry> entries;
- int totalGrowth() const;
- int handicapPercentage;
- };
- class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket, public INativeTerrainProvider, public ICreatureUpgrader
- {
- friend class CTownInstanceConstructor;
- std::string nameTextId; // name of town
- std::map<BuildingID, TownRewardableBuildingInstance*> convertOldBuildings(std::vector<TownRewardableBuildingInstance*> oldVector);
- std::set<BuildingID> builtBuildings;
- public:
- enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3};
- CTownAndVisitingHero townAndVis;
- si32 built; //how many buildings has been built this turn
- si32 destroyed; //how many buildings has been destroyed this turn
- ConstTransitivePtr<CGHeroInstance> garrisonHero, visitingHero;
- ui32 identifier; //special identifier from h3m (only > RoE maps)
- PlayerColor alignmentToPlayer; // if set to non-neutral, random town will have same faction as specified player
- std::set<BuildingID> forbiddenBuildings;
- std::map<BuildingID, TownRewardableBuildingInstance*> rewardableBuildings;
- std::vector<SpellID> possibleSpells, obligatorySpells;
- std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild
- std::vector<CCastleEvent> events;
- std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond, factory = save debts);
- int spellResearchCounterDay;
- int spellResearchAcceptedCounter;
- bool spellResearchAllowed;
- //////////////////////////////////////////////////////////////////////////
- template <typename Handler> void serialize(Handler &h)
- {
- h & static_cast<CGDwelling&>(*this);
- h & nameTextId;
- h & built;
- h & destroyed;
- h & identifier;
- h & garrisonHero;
- h & visitingHero;
- h & alignmentToPlayer;
- h & forbiddenBuildings;
- h & builtBuildings;
- h & bonusValue;
- h & possibleSpells;
- h & obligatorySpells;
- h & spells;
- h & events;
- if (h.version >= Handler::Version::SPELL_RESEARCH)
- {
- h & spellResearchCounterDay;
- h & spellResearchAcceptedCounter;
- h & spellResearchAllowed;
- }
- if (h.version >= Handler::Version::NEW_TOWN_BUILDINGS)
- {
- h & rewardableBuildings;
- }
- else
- {
- std::vector<TownRewardableBuildingInstance*> oldVector;
- h & oldVector;
- rewardableBuildings = convertOldBuildings(oldVector);
- }
- if (h.version < Handler::Version::REMOVE_TOWN_PTR)
- {
- FactionID faction;
- bool isNull = false;
- h & isNull;
- if (!isNull)
- h & faction;
- }
- h & townAndVis;
- BONUS_TREE_DESERIALIZATION_FIX
- if (h.version < Handler::Version::NEW_TOWN_BUILDINGS)
- {
- std::set<BuildingID> overriddenBuildings;
- h & overriddenBuildings;
- }
- if(!h.saving)
- postDeserialize();
- }
- //////////////////////////////////////////////////////////////////////////
- CBonusSystemNode & whatShouldBeAttached() override;
- std::string nodeName() const override;
- void updateMoraleBonusFromArmy() override;
- void deserializationFix();
- void postDeserialize();
- void recreateBuildingsBonuses();
- void setVisitingHero(CGHeroInstance *h);
- void setGarrisonedHero(CGHeroInstance *h);
- const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself
- std::string getNameTranslated() const;
- std::string getNameTextID() const;
- void setNameTextId(const std::string & newName);
- //////////////////////////////////////////////////////////////////////////
- bool passableFor(PlayerColor color) const override;
- //int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated
- int getSightRadius() const override; //returns sight distance
- BoatId getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
- void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed. Parameter will be cleared
- EGeneratorState shipyardStatus() const override;
- const IObjectInterface * getObject() const override;
- int getMarketEfficiency() const override; //=market count
- std::set<EMarketMode> availableModes() const override;
- std::vector<TradeItemBuy> availableItemsIds(EMarketMode mode) const override;
- ObjectInstanceID getObjInstanceID() const override;
- void updateAppearance();
- //////////////////////////////////////////////////////////////////////////
- bool needsLastStack() const override;
- CGTownInstance::EFortLevel fortLevel() const;
- TownFortifications fortificationsLevel() const;
- int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
- int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
- int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
- int creatureGrowth(const int & level) const;
- GrowthInfo getGrowthInfo(int level) const;
- bool hasFort() const;
- bool hasCapitol() const;
- bool hasBuiltSomeTradeBuilding() const;
- //checks if special building with type buildingID is constructed
- bool hasBuilt(BuildingSubID::EBuildingSubID buildingID) const;
- //checks if building is constructed and town has same subID
- bool hasBuilt(const BuildingID & buildingID) const;
- bool hasBuilt(const BuildingID & buildingID, FactionID townID) const;
- void addBuilding(const BuildingID & buildingID);
- void removeBuilding(const BuildingID & buildingID);
- void removeAllBuildings();
- std::set<BuildingID> getBuildings() const;
- TResources getBuildingCost(const BuildingID & buildingID) const;
- ResourceSet dailyIncome() const override;
- std::vector<CreatureID> providedCreatures() const override;
- int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
- bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero
- int getTownLevel() const;
- LogicalExpression<BuildingID> genBuildingRequirements(const BuildingID & build, bool deep = false) const;
- void mergeGarrisonOnSiege() const; // merge garrison into army of visiting hero
- void removeCapitols(const PlayerColor & owner) const;
- void clearArmy() const;
- void addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID) const; //hero must be visiting or garrisoned in town
- void deleteTownBonus(BuildingID bid);
- /// Returns damage range for secondary towers of this town
- DamageRange getTowerDamageRange() const;
- /// Returns damage range for central tower(keep) of this town
- DamageRange getKeepDamageRange() const;
- const CTown * getTown() const;
- const CFaction * getFaction() const;
- /// INativeTerrainProvider
- FactionID getFactionID() const override;
- TerrainId getNativeTerrain() const override;
- /// Returns ID of war machine that is produced by specified building or NONE if this is not built or if building does not produce war machines
- ArtifactID getWarMachineInBuilding(BuildingID) const;
- /// Returns true if provided war machine is available in any of built buildings of this town
- bool isWarMachineAvailable(ArtifactID) const;
- CGTownInstance(IGameCallback *cb);
- virtual ~CGTownInstance();
- ///IObjectInterface overrides
- void newTurn(vstd::RNG & rand) const override;
- void onHeroVisit(const CGHeroInstance * h) const override;
- void onHeroLeave(const CGHeroInstance * h) const override;
- void initObj(vstd::RNG & rand) override;
- void pickRandomObject(vstd::RNG & rand) override;
- void battleFinished(const CGHeroInstance * hero, const BattleResult & result) const override;
- std::string getObjectName() const override;
- void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
- void afterAddToMap(CMap * map) override;
- void afterRemoveFromMap(CMap * map) override;
- inline bool isBattleOutsideTown(const CGHeroInstance * defendingHero) const
- {
- return defendingHero && garrisonHero && defendingHero != garrisonHero;
- }
- protected:
- void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;
- void serializeJsonOptions(JsonSerializeFormat & handler) override;
- private:
- FactionID randomizeFaction(vstd::RNG & rand);
- void setOwner(const PlayerColor & owner) const;
- void onTownCaptured(const PlayerColor & winner) const;
- int getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<const CGObjectInstance* >& dwellings) const;
- bool townEnvisagesBuilding(BuildingSubID::EBuildingSubID bid) const;
- void initializeConfigurableBuildings(vstd::RNG & rand);
- void initializeNeutralTownGarrison(vstd::RNG & rand);
- };
- VCMI_LIB_NAMESPACE_END
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