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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 "CObjectClassesHandler.h"
- #include "../spells/CSpellHandler.h"
- #include "../NetPacks.h"
- #include "../CGeneralTextHandler.h"
- #include "../CModHandler.h"
- #include "../IGameCallback.h"
- #include "../CGameState.h"
- #include "../mapping/CMap.h"
- #include "../CPlayerState.h"
- #include "../serializer/JsonSerializeFormat.h"
- #include "../HeroBonus.h"
- VCMI_LIB_NAMESPACE_BEGIN
- std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
- std::vector<int> CGTownInstance::universitySkills;
- CSpecObjInfo::CSpecObjInfo():
- owner(nullptr)
- {
- }
- CCreGenAsCastleInfo::CCreGenAsCastleInfo():
- CSpecObjInfo(), asCastle(false),identifier(0)
- {
- }
- void CCreGenAsCastleInfo::serializeJson(JsonSerializeFormat & handler)
- {
- handler.serializeString("sameAsTown", instanceId);
- if(!handler.saving)
- {
- asCastle = !instanceId.empty();
- allowedFactions.clear();
- }
- if(!asCastle)
- {
- std::vector<bool> standard;
- standard.resize(VLC->townh->size(), true);
- JsonSerializeFormat::LIC allowedLIC(standard, &FactionID::decode, &FactionID::encode);
- allowedLIC.any = allowedFactions;
- handler.serializeLIC("allowedFactions", allowedLIC);
- if(!handler.saving)
- {
- allowedFactions = allowedLIC.any;
- }
- }
- }
- CCreGenLeveledInfo::CCreGenLeveledInfo():
- CSpecObjInfo(),
- minLevel(0), maxLevel(7)
- {
- }
- void CCreGenLeveledInfo::serializeJson(JsonSerializeFormat & handler)
- {
- handler.serializeInt("minLevel", minLevel, ui8(1));
- handler.serializeInt("maxLevel", maxLevel, ui8(7));
- if(!handler.saving)
- {
- //todo: safely allow any level > 7
- vstd::amax(minLevel, 1);
- vstd::amin(minLevel, 7);
- vstd::abetween(maxLevel, minLevel, 7);
- }
- }
- void CCreGenLeveledCastleInfo::serializeJson(JsonSerializeFormat & handler)
- {
- CCreGenAsCastleInfo::serializeJson(handler);
- CCreGenLeveledInfo::serializeJson(handler);
- }
- CGDwelling::CGDwelling():
- CArmedInstance()
- {
- info = nullptr;
- }
- CGDwelling::~CGDwelling()
- {
- vstd::clear_pointer(info);
- }
- void CGDwelling::initObj(CRandomGenerator & rand)
- {
- switch(ID)
- {
- case Obj::CREATURE_GENERATOR1:
- case Obj::CREATURE_GENERATOR4:
- {
- VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand);
- if (getOwner() != PlayerColor::NEUTRAL)
- cb->gameState()->players[getOwner()].dwellings.push_back (this);
- assert(!creatures.empty());
- assert(!creatures[0].second.empty());
- break;
- }
- case Obj::REFUGEE_CAMP:
- //is handled within newturn func
- break;
- case Obj::WAR_MACHINE_FACTORY:
- creatures.resize(3);
- creatures[0].second.push_back(CreatureID::BALLISTA);
- creatures[1].second.push_back(CreatureID::FIRST_AID_TENT);
- creatures[2].second.push_back(CreatureID::AMMO_CART);
- break;
- default:
- assert(0);
- break;
- }
- }
- void CGDwelling::initRandomObjectInfo()
- {
- vstd::clear_pointer(info);
- switch(ID)
- {
- case Obj::RANDOM_DWELLING: info = new CCreGenLeveledCastleInfo();
- break;
- case Obj::RANDOM_DWELLING_LVL: info = new CCreGenAsCastleInfo();
- break;
- case Obj::RANDOM_DWELLING_FACTION: info = new CCreGenLeveledInfo();
- break;
- }
- if(info)
- info->owner = this;
- }
- void CGDwelling::setPropertyDer(ui8 what, ui32 val)
- {
- switch (what)
- {
- case ObjProperty::OWNER: //change owner
- if (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR2
- || ID == Obj::CREATURE_GENERATOR3 || ID == Obj::CREATURE_GENERATOR4)
- {
- if (tempOwner != PlayerColor::NEUTRAL)
- {
- std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;
- dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));
- }
- if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral?
- cb->gameState()->players[PlayerColor(val)].dwellings.push_back (this);
- }
- break;
- case ObjProperty::AVAILABLE_CREATURE:
- creatures.resize(1);
- creatures[0].second.resize(1);
- creatures[0].second[0] = CreatureID(val);
- break;
- }
- }
- void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
- {
- if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres
- {
- InfoWindow iw;
- iw.player = h->tempOwner;
- iw.text.addTxt(MetaString::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week.
- iw.text.addReplacement(MetaString::OBJ_NAMES, ID);
- cb->sendAndApply(&iw);
- return;
- }
- PlayerRelations::PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );
- if ( relations == PlayerRelations::ALLIES )
- return;//do not allow recruiting or capturing
- if( !relations && stacksCount() > 0) //object is guarded, owned by enemy
- {
- BlockingDialog bd(true,false);
- bd.player = h->tempOwner;
- bd.text.addTxt(MetaString::GENERAL_TXT, 421); //Much to your dismay, the %s is guarded by %s %s. Do you wish to fight the guards?
- bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
- bd.text.addReplacement(MetaString::ARRAY_TXT, 173 + Slots().begin()->second->getQuantityID()*3);
- bd.text.addReplacement(*Slots().begin()->second);
- cb->showBlockingDialog(&bd);
- return;
- }
- // TODO this shouldn't be hardcoded
- if(!relations && ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP)
- {
- cb->setOwner(this, h->tempOwner);
- }
- BlockingDialog bd (true,false);
- bd.player = h->tempOwner;
- if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4)
- {
- bd.text.addTxt(MetaString::ADVOB_TXT, ID == Obj::CREATURE_GENERATOR1 ? 35 : 36); //{%s} Would you like to recruit %s? / {%s} Would you like to recruit %s, %s, %s, or %s?
- bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
- for(auto & elem : creatures)
- bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
- }
- else if(ID == Obj::REFUGEE_CAMP)
- {
- bd.text.addTxt(MetaString::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
- bd.text.addReplacement(MetaString::OBJ_NAMES, ID);
- for(auto & elem : creatures)
- bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
- }
- else if(ID == Obj::WAR_MACHINE_FACTORY)
- bd.text.addTxt(MetaString::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?
- else
- throw std::runtime_error("Illegal dwelling!");
- cb->showBlockingDialog(&bd);
- }
- void CGDwelling::newTurn(CRandomGenerator & rand) const
- {
- if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week
- return;
- //town growths and War Machines Factories are handled separately
- if(ID == Obj::TOWN || ID == Obj::WAR_MACHINE_FACTORY)
- return;
- if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature
- {
- cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster(rand));
- }
- bool change = false;
- SetAvailableCreatures sac;
- sac.creatures = creatures;
- sac.tid = id;
- for (size_t i = 0; i < creatures.size(); i++)
- {
- if(creatures[i].second.size())
- {
- CCreature *cre = VLC->creh->objects[creatures[i].second[0]];
- TQuantity amount = cre->growth * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
- if (VLC->modh->settings.DWELLINGS_ACCUMULATE_CREATURES && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures
- sac.creatures[i].first += amount;
- else
- sac.creatures[i].first = amount;
- change = true;
- }
- }
- if(change)
- cb->sendAndApply(&sac);
- updateGuards();
- }
- void CGDwelling::updateGuards() const
- {
- //TODO: store custom guard config and use it
- //TODO: store boolean flag for guards
- bool guarded = false;
- //default condition - creatures are of level 5 or higher
- for (auto creatureEntry : creatures)
- {
- if (VLC->creh->objects[creatureEntry.second.at(0)]->level >= 5 && ID != Obj::REFUGEE_CAMP)
- {
- guarded = true;
- break;
- }
- }
- if (guarded)
- {
- for (auto creatureEntry : creatures)
- {
- const CCreature * crea = VLC->creh->objects[creatureEntry.second.at(0)];
- SlotID slot = getSlotFor(crea->idNumber);
- if (hasStackAtSlot(slot)) //stack already exists, overwrite it
- {
- ChangeStackCount csc;
- csc.army = this->id;
- csc.slot = slot;
- csc.count = crea->growth * 3;
- csc.absoluteValue = true;
- cb->sendAndApply(&csc);
- }
- else //slot is empty, create whole new stack
- {
- InsertNewStack ns;
- ns.army = this->id;
- ns.slot = slot;
- ns.type = crea->idNumber;
- ns.count = crea->growth * 3;
- cb->sendAndApply(&ns);
- }
- }
- }
- }
- void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
- {
- CreatureID crid = creatures[0].second[0];
- CCreature *crs = VLC->creh->objects[crid];
- TQuantity count = creatures[0].first;
- if(crs->level == 1 && ID != Obj::REFUGEE_CAMP) //first level - creatures are for free
- {
- if(count) //there are available creatures
- {
- SlotID slot = h->getSlotFor(crid);
- if(!slot.validSlot()) //no available slot
- {
- InfoWindow iw;
- iw.player = h->tempOwner;
- iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
- iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
- cb->showInfoDialog(&iw);
- }
- else //give creatures
- {
- SetAvailableCreatures sac;
- sac.tid = id;
- sac.creatures = creatures;
- sac.creatures[0].first = 0;
- InfoWindow iw;
- iw.player = h->tempOwner;
- iw.text.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army.
- iw.text.addReplacement(count);
- iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
- cb->showInfoDialog(&iw);
- cb->sendAndApply(&sac);
- cb->addToSlot(StackLocation(h, slot), crs, count);
- }
- }
- else //there no creatures
- {
- InfoWindow iw;
- iw.text.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit.
- iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
- iw.player = h->tempOwner;
- cb->sendAndApply(&iw);
- }
- }
- else
- {
- if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines
- {
- //there is 1 war machine available to recruit if hero doesn't have one
- SetAvailableCreatures sac;
- sac.tid = id;
- sac.creatures = creatures;
- sac.creatures[0].first = !h->getArt(ArtifactPosition::MACH1); //ballista
- sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent
- sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart
- cb->sendAndApply(&sac);
- }
- OpenWindow ow;
- ow.id1 = id.getNum();
- ow.id2 = h->id.getNum();
- ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP)
- ? OpenWindow::RECRUITMENT_FIRST
- : OpenWindow::RECRUITMENT_ALL;
- cb->sendAndApply(&ow);
- }
- }
- void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
- {
- if (result.winner == 0)
- {
- onHeroVisit(hero);
- }
- }
- void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
- {
- auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
- if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present
- {
- if(answer)
- cb->startBattleI(hero, this);
- }
- else if(answer)
- {
- heroAcceptsCreatures(hero);
- }
- }
- void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
- {
- if(!handler.saving)
- initRandomObjectInfo();
- switch (ID)
- {
- case Obj::WAR_MACHINE_FACTORY:
- case Obj::REFUGEE_CAMP:
- //do nothing
- break;
- case Obj::RANDOM_DWELLING:
- case Obj::RANDOM_DWELLING_LVL:
- case Obj::RANDOM_DWELLING_FACTION:
- info->serializeJson(handler);
- //fall through
- default:
- serializeJsonOwner(handler);
- break;
- }
- }
- int CGTownInstance::getSightRadius() const //returns sight distance
- {
- auto ret = CBuilding::HEIGHT_NO_TOWER;
- for(const auto & bid : builtBuildings)
- {
- if(bid.IsSpecialOrGrail())
- {
- auto height = town->buildings.at(bid)->height;
- if(ret < height)
- ret = height;
- }
- }
- return ret;
- }
- void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
- {
- ///this is freakin' overcomplicated solution
- switch (what)
- {
- case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
- bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id.getNum());
- break;
- case ObjProperty::STRUCTURE_CLEAR_VISITORS:
- bonusingBuildings[val]->setProperty (ObjProperty::STRUCTURE_CLEAR_VISITORS, 0);
- break;
- case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
- bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id.getNum());
- break;
- case ObjProperty::BONUS_VALUE_FIRST:
- bonusValue.first = val;
- break;
- case ObjProperty::BONUS_VALUE_SECOND:
- bonusValue.second = val;
- 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 >=GameConstants::CREATURES_PER_TOWN)
- return ret;
- if (creatures[level].second.empty())
- return ret; //no dwelling
- const CCreature *creature = VLC->creh->objects[creatures[level].second.back()];
- const int base = creature->growth;
- int castleBonus = 0;
- ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[590], base));// \n\nBasic growth %d"
- if (hasBuilt(BuildingID::CASTLE))
- ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CASTLE, castleBonus = base));
- else if (hasBuilt(BuildingID::CITADEL))
- ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CITADEL, castleBonus = base / 2));
- if(town->hordeLvl.at(0) == level)//horde 1
- if(hasBuilt(BuildingID::HORDE_1))
- ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_1, creature->hordeGrowth));
- if(town->hordeLvl.at(1) == level)//horde 2
- if(hasBuilt(BuildingID::HORDE_2))
- ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_2, creature->hordeGrowth));
- int dwellingBonus = 0;
- if(const PlayerState *p = cb->getPlayerState(tempOwner, false))
- {
- dwellingBonus = getDwellingBonus(creatures[level].second, p->dwellings);
- }
- if(dwellingBonus)
- ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[591], dwellingBonus));// \nExternal dwellings %+d
- //other *-of-legion-like bonuses (%d to growth cumulative with grail)
- TConstBonusListPtr bonuses = getBonuses(Selector::type()(Bonus::CREATURE_GROWTH).And(Selector::subtype()(level)));
- for(const auto & b : *bonuses)
- ret.entries.push_back(GrowthInfo::Entry(b->val, b->Description()));
- //statue-of-legion-like bonus: % to base+castle
- TConstBonusListPtr bonuses2 = getBonuses(Selector::type()(Bonus::CREATURE_GROWTH_PERCENT));
- for(const auto & b : *bonuses2)
- ret.entries.push_back(GrowthInfo::Entry(b->val * (base + castleBonus) / 100, b->Description()));
- if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth
- ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::GRAIL, ret.totalGrowth() / 2));
- return ret;
- }
- int CGTownInstance::getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<ConstTransitivePtr<CGDwelling> >& dwellings) const
- {
- int totalBonus = 0;
- for (const auto& dwelling : dwellings)
- {
- for (const auto& creature : dwelling->creatures)
- {
- totalBonus += vstd::contains(creatureIds, creature.second[0]) ? 1 : 0;
- }
- }
- return totalBonus;
- }
- TResources CGTownInstance::dailyIncome() const
- {
- TResources ret;
- for (auto & p : town->buildings)
- {
- BuildingID buildingUpgrade;
- for (auto & p2 : town->buildings)
- {
- if (p2.second->upgrade == p.first)
- {
- buildingUpgrade = p2.first;
- }
- }
- if (!hasBuilt(buildingUpgrade)&&(hasBuilt(p.first)))
- {
- ret += p.second->produce;
- }
- }
- return ret;
- }
- bool CGTownInstance::hasFort() const
- {
- return hasBuilt(BuildingID::FORT);
- }
- bool CGTownInstance::hasCapitol() const
- {
- return hasBuilt(BuildingID::CAPITOL);
- }
- CGTownInstance::CGTownInstance()
- :CGDwelling(), IShipyard(this), IMarket(this), town(nullptr), builded(0), destroyed(0), identifier(0), alignment(0xff)
- {
- this->setNodeType(CBonusSystemNode::TOWN);
- }
- CGTownInstance::~CGTownInstance()
- {
- for (auto & elem : bonusingBuildings)
- delete elem;
- }
- 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
- {
- if(garrisonHero)
- return true;
- else return false;
- }
- void CGTownInstance::setOwner(const PlayerColor player) const
- {
- removeCapitols(player);
- cb->setOwner(this, player);
- }
- void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
- {
- if(!cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ))//if this is enemy
- {
- 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 if(h->visitablePos() == 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 << h->commander->getName();
- iw.components.push_back(Component(*h->commander));
- cb->showInfoDialog(&iw);
- }
- }
- else
- {
- logGlobal->error("%s visits allied town of %s from different pos?", h->name, name);
- }
- }
- 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->name, name);
- }
- else
- logGlobal->warn("Warning, %s tries to leave the town %s but hero is not inside.", h->name, name);
- }
- std::string CGTownInstance::getObjectName() const
- {
- return name + ", " + town->faction->name;
- }
- bool CGTownInstance::townEnvisagesBuilding(BuildingSubID::EBuildingSubID subId) const
- {
- return town->getBuildingType(subId) != BuildingID::NONE;
- }
- void CGTownInstance::initOverriddenBids()
- {
- for(const auto & bid : builtBuildings)
- {
- auto & overrideThem = town->buildings.at(bid)->overrideBids;
- for(auto & overrideIt : overrideThem)
- overriddenBuildings.insert(overrideIt);
- }
- }
- bool CGTownInstance::isBonusingBuildingAdded(BuildingID::EBuildingID bid) const
- {
- auto present = std::find_if(bonusingBuildings.begin(), bonusingBuildings.end(), [&](CGTownBuilding* building)
- {
- return building->getBuildingType().num == bid;
- });
- return present != bonusingBuildings.end();
- }
- //it does not check hasBuilt because this check is in the OnHeroVisit handler
- void CGTownInstance::tryAddOnePerWeekBonus(BuildingSubID::EBuildingSubID subID)
- {
- auto bid = town->getBuildingType(subID);
- if(bid != BuildingID::NONE && !isBonusingBuildingAdded(bid))
- bonusingBuildings.push_back(new COPWBonus(bid, subID, this));
- }
- void CGTownInstance::tryAddVisitingBonus(BuildingSubID::EBuildingSubID subID)
- {
- auto bid = town->getBuildingType(subID);
- if(bid != BuildingID::NONE && !isBonusingBuildingAdded(bid))
- bonusingBuildings.push_back(new CTownBonus(bid, subID, this));
- }
- void CGTownInstance::addTownBonuses()
- {
- for(const auto & kvp : town->buildings)
- {
- if(vstd::contains(overriddenBuildings, kvp.first))
- continue;
- if(kvp.second->IsVisitingBonus())
- bonusingBuildings.push_back(new CTownBonus(kvp.second->bid, kvp.second->subId, this));
- if(kvp.second->IsWeekBonus())
- bonusingBuildings.push_back(new COPWBonus(kvp.second->bid, kvp.second->subId, this));
- }
- }
- void CGTownInstance::deleteTownBonus(BuildingID::EBuildingID bid)
- {
- size_t i = 0;
- CGTownBuilding * freeIt = nullptr;
- for(i = 0; i != bonusingBuildings.size(); i++)
- {
- if(bonusingBuildings[i]->getBuildingType() == bid)
- {
- freeIt = bonusingBuildings[i];
- break;
- }
- }
- if(freeIt == nullptr)
- return;
- auto building = town->buildings.at(bid);
- auto isVisitingBonus = building->IsVisitingBonus();
- auto isWeekBonus = building->IsWeekBonus();
- if(!isVisitingBonus && !isWeekBonus)
- return;
- bonusingBuildings.erase(bonusingBuildings.begin() + i);
- if(isVisitingBonus)
- delete (CTownBonus *)freeIt;
- else if(isWeekBonus)
- delete (COPWBonus *)freeIt;
- }
- void CGTownInstance::initObj(CRandomGenerator & rand) ///initialize town structures
- {
- blockVisit = true;
- if(townEnvisagesBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example
- creatures.resize(GameConstants::CREATURES_PER_TOWN + 1);
- else
- creatures.resize(GameConstants::CREATURES_PER_TOWN);
- for (int level = 0; level < GameConstants::CREATURES_PER_TOWN; level++)
- {
- BuildingID buildID = BuildingID(BuildingID::DWELL_FIRST).advance(level);
- int upgradeNum = 0;
- for (; town->buildings.count(buildID); upgradeNum++, buildID.advance(GameConstants::CREATURES_PER_TOWN))
- {
- if (hasBuilt(buildID) && town->creatures.at(level).size() > upgradeNum)
- creatures[level].second.push_back(town->creatures[level][upgradeNum]);
- }
- }
- initOverriddenBids();
- addTownBonuses(); //add special bonuses from buildings to the bonusingBuildings vector.
- recreateBuildingsBonuses();
- updateAppearance();
- }
- bool CGTownInstance::hasBuiltInOldWay(ETownType::ETownType type, BuildingID bid) const
- {
- return (this->town->faction != nullptr && this->town->faction->index == type && hasBuilt(bid));
- }
- void CGTownInstance::newTurn(CRandomGenerator & rand) const
- {
- if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week
- {
- //give resources if there's a Mystic Pond
- if (hasBuilt(BuildingSubID::MYSTIC_POND)
- && cb->getDate(Date::DAY) != 1
- && (tempOwner < PlayerColor::PLAYER_LIMIT)
- )
- {
- int resID = rand.nextInt(2, 5); //bonus to random rare resource
- resID = (resID==2)?1:resID;
- int resVal = rand.nextInt(1, 4);//with size 1..4
- cb->giveResource(tempOwner, static_cast<Res::ERes>(resID), resVal);
- cb->setObjProperty (id, ObjProperty::BONUS_VALUE_FIRST, resID);
- cb->setObjProperty (id, ObjProperty::BONUS_VALUE_SECOND, resVal);
- }
- auto manaVortex = getBonusingBuilding(BuildingSubID::MANA_VORTEX);
- if (manaVortex != nullptr)
- cb->setObjProperty(id, ObjProperty::STRUCTURE_CLEAR_VISITORS, manaVortex->indexOnTV); //reset visitors for Mana Vortex
- //get Mana Vortex or Stables bonuses
- //same code is in the CGameHandler::buildStructure method
- if (visitingHero != nullptr)
- cb->visitCastleObjects(this, visitingHero);
- if (garrisonHero != nullptr)
- cb->visitCastleObjects(this, garrisonHero);
- if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
- {
- std::vector<SlotID> nativeCrits; //slots
- for (auto & elem : Slots())
- {
- if (elem.second->type->faction == subID) //native
- {
- nativeCrits.push_back(elem.first); //collect matching slots
- }
- }
- if (nativeCrits.size())
- {
- SlotID pos = *RandomGeneratorUtil::nextItem(nativeCrits, rand);
- StackLocation sl(this, pos);
- const CCreature *c = getCreature(pos);
- if (rand.nextInt(99) < 90 || c->upgrades.empty()) //increase number if no upgrade available
- {
- cb->changeStackCount(sl, c->growth);
- }
- else //upgrade
- {
- cb->changeStackType(sl, VLC->creh->objects[*c->upgrades.begin()]);
- }
- }
- if ((stacksCount() < GameConstants::ARMY_SIZE && rand.nextInt(99) < 25) || Slots().empty()) //add new stack
- {
- int i = rand.nextInt(std::min(GameConstants::CREATURES_PER_TOWN, cb->getDate(Date::MONTH) << 1) - 1);
- if (!town->creatures[i].empty())
- {
- CreatureID c = town->creatures[i][0];
- SlotID n;
- TQuantity count = creatureGrowth(i);
- if (!count) // no dwelling
- count = VLC->creh->objects[c]->growth;
- {//no lower tiers or above current month
- if ((n = getSlotFor(c)).validSlot())
- {
- StackLocation sl(this, n);
- if (slotEmpty(n))
- cb->insertNewStack(sl, VLC->creh->objects[c], count);
- else //add to existing
- cb->changeStackCount(sl, count);
- }
- }
- }
- }
- }
- }
- }
- /*
- int3 CGTownInstance::getSightCenter() const
- {
- return pos - int3(2,0,0);
- }
- */
- 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(-3,2,0)};
- }
- void CGTownInstance::mergeGarrisonOnSiege() const
- {
- auto getWeakestStackSlot = [&](ui64 powerLimit)
- {
- std::vector<SlotID> weakSlots;
- auto stacksList = visitingHero->stacks;
- std::pair<SlotID, CStackInstance *> pair;
- while(stacksList.size())
- {
- pair = *vstd::minElementByFun(stacksList, [&](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.size())
- 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, [&](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 (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 (auto i = state->towns.cbegin(); i < state->towns.cend(); ++i)
- {
- if (*i != this && (*i)->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));
- }
- }
- int CGTownInstance::getBoatType() const
- {
- switch (town->faction->alignment)
- {
- case EAlignment::EVIL : return 0;
- case EAlignment::GOOD : return 1;
- case EAlignment::NEUTRAL : return 2;
- }
- assert(0);
- return -1;
- }
- int CGTownInstance::getMarketEfficiency() const
- {
- if(!hasBuiltSomeTradeBuilding())
- return 0;
- const PlayerState *p = cb->getPlayerState(tempOwner);
- assert(p);
- int marketCount = 0;
- for(const CGTownInstance *t : p->towns)
- if(t->hasBuiltSomeTradeBuilding())
- marketCount++;
- return marketCount;
- }
- bool CGTownInstance::allowsTrade(EMarketMode::EMarketMode mode) const
- {
- switch(mode)
- {
- case EMarketMode::RESOURCE_RESOURCE:
- case EMarketMode::RESOURCE_PLAYER:
- return hasBuilt(BuildingID::MARKETPLACE);
- case EMarketMode::ARTIFACT_RESOURCE:
- case EMarketMode::RESOURCE_ARTIFACT:
- return hasBuilt(BuildingSubID::ARTIFACT_MERCHANT);
- case EMarketMode::CREATURE_RESOURCE:
- return hasBuilt(BuildingSubID::FREELANCERS_GUILD);
- case EMarketMode::CREATURE_UNDEAD:
- return hasBuilt(BuildingSubID::CREATURE_TRANSFORMER);
- case EMarketMode::RESOURCE_SKILL:
- return hasBuilt(BuildingSubID::MAGIC_UNIVERSITY);
- default:
- assert(0);
- return false;
- }
- }
- std::vector<int> CGTownInstance::availableItemsIds(EMarketMode::EMarketMode mode) const
- {
- if(mode == EMarketMode::RESOURCE_ARTIFACT)
- {
- std::vector<int> ret;
- for(const CArtifact *a : merchantArtifacts)
- if(a)
- ret.push_back(a->id);
- else
- ret.push_back(-1);
- return ret;
- }
- else if ( mode == EMarketMode::RESOURCE_SKILL )
- {
- return universitySkills;
- }
- else
- return IMarket::availableItemsIds(mode);
- }
- void CGTownInstance::setType(si32 ID, si32 subID)
- {
- assert(ID == Obj::TOWN); // just in case
- CGObjectInstance::setType(ID, subID);
- town = (*VLC->townh)[subID]->town;
- randomizeArmy(subID);
- updateAppearance();
- }
- void CGTownInstance::updateAppearance()
- {
- auto terrain = cb->gameState()->getTile(visitablePos())->terType->id;
- //FIXME: not the best way to do this
- auto app = VLC->objtypeh->getHandlerFor(ID, subID)->getOverride(terrain, this);
- if (app)
- appearance = app;
- }
- std::string CGTownInstance::nodeName() const
- {
- return "Town (" + (town ? town->faction->name : "unknown") + ") of " + name;
- }
- 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()(Bonus::ARMY).And(Selector::type()(Bonus::MORALE)));
- if(!b)
- {
- b = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);
- addNewBonus(b);
- }
- if (garrisonHero)
- {
- b->val = 0;
- CBonusSystemNode::treeHasChanged();
- }
- else
- CArmedInstance::updateMoraleBonusFromArmy();
- }
- void CGTownInstance::recreateBuildingsBonuses()
- {
- BonusList bl;
- getExportedBonusList().getBonuses(bl, Selector::sourceType()(Bonus::TOWN_STRUCTURE));
- for(auto b : bl)
- removeBonus(b);
- for(const auto & bid : builtBuildings)
- {
- if(vstd::contains(overriddenBuildings, bid)) //tricky! -> checks tavern only if no bratherhood of sword
- continue;
- auto building = town->buildings.at(bid);
- if(building->buildingBonuses.empty())
- continue;
- for(auto & bonus : building->buildingBonuses)
- {
- if(bonus->limiter && bonus->effectRange == Bonus::ONLY_ENEMY_ARMY) //ONLY_ENEMY_ARMY is only mark for OppositeSide limiter to avoid extra dynamic_cast.
- {
- auto bCopy = std::make_shared<Bonus>(*bonus); //just a copy of the shared_ptr has been changed and reassigned.
- bCopy->limiter = std::make_shared<OppositeSideLimiter>(this->getOwner());
- addNewBonus(bCopy);
- continue;
- }
- if(bonus->propagator != nullptr && bonus->propagator->getPropagatorType() == ALL_CREATURES)
- VLC->creh->addBonusForAllCreatures(bonus);
- else
- addNewBonus(bonus);
- }
- }
- }
- void CGTownInstance::setVisitingHero(CGHeroInstance *h)
- {
- assert(!!visitingHero == !h);
- 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)
- {
- assert(!!garrisonHero == !h);
- 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)[subID]->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;
- }
- const CArmedInstance * CGTownInstance::getUpperArmy() const
- {
- if(garrisonHero)
- return garrisonHero;
- return this;
- }
- const CGTownBuilding * CGTownInstance::getBonusingBuilding(BuildingSubID::EBuildingSubID subId) const
- {
- for(const auto building : bonusingBuildings)
- {
- if(building->getBuildingSubtype() == subId)
- return building;
- }
- return nullptr;
- }
- bool CGTownInstance::hasBuiltSomeTradeBuilding() const
- {
- for(const auto & bid : builtBuildings)
- {
- if(town->buildings.at(bid)->IsTradeBuilding())
- return true;
- }
- return false;
- }
- 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(BuildingID buildingID) const
- {
- return vstd::contains(builtBuildings, buildingID);
- }
- bool CGTownInstance::hasBuilt(BuildingID buildingID, int townID) const
- {
- if (townID == town->faction->index || townID == ETownType::ANY)
- return hasBuilt(buildingID);
- return false;
- }
- TResources CGTownInstance::getBuildingCost(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!", name, pos.toString(), buildingID.toEnum());
- return TResources();
- }
- }
- CBuilding::TRequired CGTownInstance::genBuildingRequirements(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
- {
- const CBuilding * build = town->buildings.at(id);
- CBuilding::TRequired::OperatorAll requirements;
- if (!hasBuilt(id))
- {
- if (deep)
- requirements.expressions.push_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->setObjProperty(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors
- else if(garrisonHero == h)
- cb->setObjProperty(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->name, structureInstanceID);
- throw std::runtime_error("internal error");
- }
- }
- 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);
- FoWChange fw;
- fw.player = winner;
- fw.mode = 1;
- cb->getTilesInRange(fw.tiles, getSightCenter(), getSightRadius(), winner, 1);
- cb->sendAndApply(& fw);
- }
- void CGTownInstance::afterAddToMap(CMap * map)
- {
- if(ID == Obj::TOWN)
- map->towns.push_back(this);
- }
- void CGTownInstance::afterRemoveFromMap(CMap * map)
- {
- if (ID == Obj::TOWN)
- vstd::erase_if_present(map->towns, this);
- }
- void CGTownInstance::reset()
- {
- CGTownInstance::merchantArtifacts.clear();
- CGTownInstance::universitySkills.clear();
- }
- void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler)
- {
- CGObjectInstance::serializeJsonOwner(handler);
- CCreatureSet::serializeJson(handler, "army", 7);
- handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
- handler.serializeString("name", name);
- {
- auto decodeBuilding = [this](const std::string & identifier) -> si32
- {
- auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeMap(), getTown()->getBuildingScope(), identifier);
- if(rawId)
- return rawId.get();
- else
- return -1;
- };
- auto encodeBuilding = [this](si32 index) -> std::string
- {
- return getTown()->buildings.at(BuildingID(index))->identifier;
- };
- 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);
- 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);
- customBuildings = true;
- }
- if(customBuildings)
- handler.serializeLIC("buildings", buildingsLIC);
- else
- handler.serializeBool("hasFort",hasFort);
- }
- else
- {
- handler.serializeLIC("buildings", buildingsLIC);
- builtBuildings.insert(BuildingID::VILLAGE_HALL);
- if(buildingsLIC.none.empty() && buildingsLIC.all.empty())
- {
- builtBuildings.insert(BuildingID::DEFAULT);
- bool hasFort = false;
- handler.serializeBool("hasFort",hasFort);
- if(hasFort)
- builtBuildings.insert(BuildingID::FORT);
- }
- else
- {
- for(const si32 item : buildingsLIC.none)
- forbiddenBuildings.insert(BuildingID(item));
- for(const si32 item : buildingsLIC.all)
- builtBuildings.insert(BuildingID(item));
- }
- }
- }
- {
- std::vector<bool> standard = VLC->spellh->getDefaultAllowed();
- JsonSerializeFormat::LIC spellsLIC(standard, SpellID::decode, SpellID::encode);
- if(handler.saving)
- {
- for(SpellID id : possibleSpells)
- spellsLIC.any[id.num] = true;
- for(SpellID id : obligatorySpells)
- spellsLIC.all[id.num] = true;
- }
- handler.serializeLIC("spells", spellsLIC);
- if(!handler.saving)
- {
- possibleSpells.clear();
- for(si32 idx = 0; idx < spellsLIC.any.size(); idx++)
- {
- if(spellsLIC.any[idx])
- possibleSpells.push_back(SpellID(idx));
- }
- obligatorySpells.clear();
- for(si32 idx = 0; idx < spellsLIC.all.size(); idx++)
- {
- if(spellsLIC.all[idx])
- obligatorySpells.push_back(SpellID(idx));
- }
- }
- }
- }
- PlayerColor CGTownBuilding::getOwner() const
- {
- return town->getOwner();
- }
- int32_t CGTownBuilding::getObjGroupIndex() const
- {
- return -1;
- }
- int32_t CGTownBuilding::getObjTypeIndex() const
- {
- return 0;
- }
- int3 CGTownBuilding::visitablePos() const
- {
- return town->visitablePos();
- }
- int3 CGTownBuilding::getPosition() const
- {
- return town->getPosition();
- }
- COPWBonus::COPWBonus(BuildingID bid, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
- {
- bID = bid;
- bType = subId;
- town = cgTown;
- indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
- }
- void COPWBonus::setProperty(ui8 what, ui32 val)
- {
- switch (what)
- {
- case ObjProperty::VISITORS:
- visitors.insert(val);
- break;
- case ObjProperty::STRUCTURE_CLEAR_VISITORS:
- visitors.clear();
- break;
- }
- }
- void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
- {
- ObjectInstanceID heroID = h->id;
- if(town->hasBuilt(bID))
- {
- InfoWindow iw;
- iw.player = h->tempOwner;
- switch (this->bType)
- {
- case BuildingSubID::STABLES:
- if(!h->hasBonusFrom(Bonus::OBJECT, Obj::STABLES)) //does not stack with advMap Stables
- {
- GiveBonus gb;
- gb.bonus = Bonus(Bonus::ONE_WEEK, Bonus::LAND_MOVEMENT, Bonus::OBJECT, 600, 94, VLC->generaltexth->arraytxt[100]);
- gb.id = heroID.getNum();
- cb->giveHeroBonus(&gb);
- SetMovePoints mp;
- mp.val = 600;
- mp.absolute = false;
- mp.hid = heroID;
- cb->setMovePoints(&mp);
- iw.text << VLC->generaltexth->allTexts[580];
- cb->showInfoDialog(&iw);
- }
- break;
- case BuildingSubID::MANA_VORTEX:
- if(visitors.empty())
- {
- if(h->mana < h->manaLimit() * 2)
- cb->setManaPoints (heroID, 2 * h->manaLimit());
- //TODO: investigate line below
- //cb->setObjProperty (town->id, ObjProperty::VISITED, true);
- iw.text << getVisitingBonusGreeting();
- cb->showInfoDialog(&iw);
- //extra visit penalty if hero alredy had double mana points (or even more?!)
- town->addHeroToStructureVisitors(h, indexOnTV);
- }
- break;
- }
- }
- }
- CTownBonus::CTownBonus(BuildingID index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
- {
- bID = index;
- bType = subId;
- town = cgTown;
- indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
- }
- void CTownBonus::setProperty (ui8 what, ui32 val)
- {
- if(what == ObjProperty::VISITORS)
- visitors.insert(ObjectInstanceID(val));
- }
- void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
- {
- ObjectInstanceID heroID = h->id;
- if(town->hasBuilt(bID) && visitors.find(heroID) == visitors.end())
- {
- si64 val = 0;
- InfoWindow iw;
- PrimarySkill::PrimarySkill what = PrimarySkill::NONE;
- switch(bType)
- {
- case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge
- what = PrimarySkill::KNOWLEDGE;
- val = 1;
- iw.components.push_back(Component(Component::PRIM_SKILL, 3, 1, 0));
- break;
- case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire
- what = PrimarySkill::SPELL_POWER;
- val = 1;
- iw.components.push_back(Component(Component::PRIM_SKILL, 2, 1, 0));
- break;
- case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla
- what = PrimarySkill::ATTACK;
- val = 1;
- iw.components.push_back(Component(Component::PRIM_SKILL, 0, 1, 0));
- break;
- case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars
- what = PrimarySkill::EXPERIENCE;
- val = static_cast<int>(h->calculateXp(1000));
- iw.components.push_back(Component(Component::EXPERIENCE, 0, val, 0));
- break;
- case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords
- what = PrimarySkill::DEFENSE;
- val = 1;
- iw.components.push_back(Component(Component::PRIM_SKILL, 1, 1, 0));
- break;
- case BuildingSubID::CUSTOM_VISITING_BONUS:
- const auto building = town->town->buildings.at(bID);
- if(!h->hasBonusFrom(Bonus::TOWN_STRUCTURE, Bonus::getSid32(building->town->faction->index, building->bid)))
- {
- const auto & bonuses = building->onVisitBonuses;
- applyBonuses(const_cast<CGHeroInstance *>(h), bonuses);
- }
- break;
- }
- if(what != PrimarySkill::NONE)
- {
- iw.player = cb->getOwner(heroID);
- iw.text << getVisitingBonusGreeting();
- cb->showInfoDialog(&iw);
- cb->changePrimSkill (cb->getHero(heroID), what, val);
- town->addHeroToStructureVisitors(h, indexOnTV);
- }
- }
- }
- void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const
- {
- auto addToVisitors = false;
- for(auto bonus : bonuses)
- {
- GiveBonus gb;
- InfoWindow iw;
- if(bonus->type == Bonus::TOWN_MAGIC_WELL)
- {
- if(h->mana >= h->manaLimit())
- return;
- cb->setManaPoints(h->id, h->manaLimit());
- bonus->duration = Bonus::ONE_DAY;
- }
- gb.bonus = * bonus;
- gb.id = h->id.getNum();
- cb->giveHeroBonus(&gb);
- if(bonus->duration == Bonus::PERMANENT)
- addToVisitors = true;
- iw.player = cb->getOwner(h->id);
- iw.text << getCustomBonusGreeting(gb.bonus);
- cb->showInfoDialog(&iw);
- }
- if(addToVisitors)
- town->addHeroToStructureVisitors(h, indexOnTV);
- }
- GrowthInfo::Entry::Entry(const std::string &format, int _count)
- : count(_count)
- {
- description = boost::str(boost::format(format) % count);
- }
- GrowthInfo::Entry::Entry(int subID, BuildingID building, int _count)
- : count(_count)
- {
- description = boost::str(boost::format("%s %+d") % (*VLC->townh)[subID]->town->buildings.at(building)->Name() % count);
- }
- GrowthInfo::Entry::Entry(int _count, const std::string &fullDescription)
- : count(_count)
- {
- description = fullDescription;
- }
- CTownAndVisitingHero::CTownAndVisitingHero()
- {
- setNodeType(TOWN_AND_VISITOR);
- }
- int GrowthInfo::totalGrowth() const
- {
- int ret = 0;
- for(const Entry &entry : entries)
- ret += entry.count;
- return ret;
- }
- const std::string CGTownBuilding::getVisitingBonusGreeting() const
- {
- auto bonusGreeting = town->town->getGreeting(bType);
- if(!bonusGreeting.empty())
- return bonusGreeting;
- switch(bType)
- {
- case BuildingSubID::MANA_VORTEX:
- bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingManaVortex"));
- break;
- case BuildingSubID::KNOWLEDGE_VISITING_BONUS:
- bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingKnowledge"));
- break;
- case BuildingSubID::SPELL_POWER_VISITING_BONUS:
- bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingSpellPower"));
- break;
- case BuildingSubID::ATTACK_VISITING_BONUS:
- bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingAttack"));
- break;
- case BuildingSubID::EXPERIENCE_VISITING_BONUS:
- bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingExperience"));
- break;
- case BuildingSubID::DEFENSE_VISITING_BONUS:
- bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingDefence"));
- break;
- }
- auto buildingName = town->town->getSpecialBuilding(bType)->Name();
- if(bonusGreeting.empty())
- {
- bonusGreeting = "Error: Bonus greeting for '%s' is not localized.";
- logGlobal->error("'%s' building of '%s' faction has not localized bonus greeting.", buildingName, town->town->getLocalizedFactionName());
- }
- boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
- town->town->setGreeting(bType, bonusGreeting);
- return bonusGreeting;
- }
- const std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const
- {
- if(bonus.type == Bonus::TOWN_MAGIC_WELL)
- {
- auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingInTownMagicWell"));
- auto buildingName = town->town->getSpecialBuilding(bType)->Name();
- boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
- return bonusGreeting;
- }
- auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingCustomBonus")); //"%s gives you +%d %s%s"
- std::string param = "";
- std::string until = "";
- if(bonus.type == Bonus::MORALE)
- param = VLC->generaltexth->allTexts[384];
- else if(bonus.type == Bonus::LUCK)
- param = VLC->generaltexth->allTexts[385];
- until = bonus.duration == (ui16)Bonus::ONE_BATTLE
- ? VLC->generaltexth->translate("vcmi.townHall.greetingCustomUntil") : ".";
- boost::format fmt = boost::format(bonusGreeting) % bonus.description % bonus.val % param % until;
- std::string greeting = fmt.str();
- return greeting;
- }
- VCMI_LIB_NAMESPACE_END
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