TownBuildingInstance.cpp 6.3 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. assert(town && town->getTown());
  58. configuration = generateConfiguration(rand);
  59. }
  60. void TownRewardableBuildingInstance::assignBonuses(std::vector<Bonus> & bonuses) const
  61. {
  62. const auto & building = town->getTown()->buildings.at(getBuildingType());
  63. for (auto & bonus : bonuses)
  64. {
  65. if (building->mapObjectLikeBonuses.hasValue())
  66. {
  67. bonus.source = BonusSource::OBJECT_TYPE;
  68. bonus.sid = BonusSourceID(building->mapObjectLikeBonuses);
  69. }
  70. else
  71. {
  72. bonus.source = BonusSource::TOWN_STRUCTURE;
  73. bonus.sid = BonusSourceID(building->getUniqueTypeID());
  74. }
  75. }
  76. }
  77. Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(vstd::RNG & rand) const
  78. {
  79. Rewardable::Configuration result;
  80. const auto & building = town->getTown()->buildings.at(getBuildingType());
  81. // force modal info window instead of displaying in inactive info box on adventure map
  82. result.infoWindowType = EInfoWindowMode::MODAL;
  83. building->rewardableObjectInfo.configureObject(result, rand, cb);
  84. for(auto & rewardInfo : result.info)
  85. {
  86. assignBonuses(rewardInfo.reward.heroBonuses);
  87. assignBonuses(rewardInfo.reward.commanderBonuses);
  88. assignBonuses(rewardInfo.reward.playerBonuses);
  89. }
  90. return result;
  91. }
  92. void TownRewardableBuildingInstance::newTurn(vstd::RNG & rand) const
  93. {
  94. if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
  95. {
  96. auto newConfiguration = generateConfiguration(rand);
  97. cb->setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration);
  98. if(configuration.resetParameters.visitors)
  99. {
  100. cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType().getNum());
  101. }
  102. }
  103. }
  104. void TownRewardableBuildingInstance::setProperty(ObjProperty what, ObjPropertyID identifier)
  105. {
  106. switch (what)
  107. {
  108. case ObjProperty::VISITORS:
  109. visitors.insert(identifier.as<ObjectInstanceID>());
  110. break;
  111. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  112. visitors.clear();
  113. break;
  114. case ObjProperty::REWARD_SELECT:
  115. selectedReward = identifier.getNum();
  116. break;
  117. }
  118. }
  119. void TownRewardableBuildingInstance::heroLevelUpDone(const CGHeroInstance *hero) const
  120. {
  121. grantRewardAfterLevelup(configuration.info.at(selectedReward), town, hero);
  122. }
  123. void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
  124. {
  125. onBlockingDialogAnswered(hero, answer);
  126. }
  127. void TownRewardableBuildingInstance::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
  128. {
  129. grantRewardBeforeLevelup(configuration.info.at(rewardID), hero);
  130. // hero is not blocked by levelup dialog - grant remainder immediately
  131. if(!cb->isVisitCoveredByAnotherQuery(town, hero))
  132. {
  133. grantRewardAfterLevelup(configuration.info.at(rewardID), town, hero);
  134. }
  135. }
  136. bool TownRewardableBuildingInstance::wasVisited(const CGHeroInstance * contextHero) const
  137. {
  138. return wasVisitedBefore(contextHero);
  139. }
  140. bool TownRewardableBuildingInstance::wasVisitedBefore(const CGHeroInstance * contextHero) const
  141. {
  142. switch (configuration.visitMode)
  143. {
  144. case Rewardable::VISIT_UNLIMITED:
  145. return false;
  146. case Rewardable::VISIT_ONCE:
  147. return !visitors.empty();
  148. case Rewardable::VISIT_PLAYER:
  149. case Rewardable::VISIT_PLAYER_GLOBAL:
  150. return false; //not supported
  151. case Rewardable::VISIT_BONUS:
  152. {
  153. const auto & building = town->getTown()->buildings.at(getBuildingType());
  154. if (building->mapObjectLikeBonuses.hasValue())
  155. return contextHero->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(building->mapObjectLikeBonuses));
  156. else
  157. return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()));
  158. }
  159. case Rewardable::VISIT_HERO:
  160. return visitors.find(contextHero->id) != visitors.end();
  161. case Rewardable::VISIT_LIMITER:
  162. return configuration.visitLimiter.heroAllowed(contextHero);
  163. default:
  164. return false;
  165. }
  166. }
  167. void TownRewardableBuildingInstance::onHeroVisit(const CGHeroInstance *h) const
  168. {
  169. assert(town->hasBuilt(getBuildingType()));
  170. if(town->hasBuilt(getBuildingType()))
  171. doHeroVisit(h);
  172. }
  173. const IObjectInterface * TownRewardableBuildingInstance::getObject() const
  174. {
  175. return this;
  176. }
  177. bool TownRewardableBuildingInstance::wasVisited(PlayerColor player) const
  178. {
  179. switch (configuration.visitMode)
  180. {
  181. case Rewardable::VISIT_UNLIMITED:
  182. case Rewardable::VISIT_BONUS:
  183. case Rewardable::VISIT_HERO:
  184. case Rewardable::VISIT_LIMITER:
  185. case Rewardable::VISIT_PLAYER_GLOBAL:
  186. return false;
  187. case Rewardable::VISIT_ONCE:
  188. case Rewardable::VISIT_PLAYER:
  189. return !visitors.empty();
  190. default:
  191. return false;
  192. }
  193. }
  194. void TownRewardableBuildingInstance::markAsVisited(const CGHeroInstance * hero) const
  195. {
  196. town->addHeroToStructureVisitors(hero, getBuildingType().getNum());
  197. }
  198. void TownRewardableBuildingInstance::markAsScouted(const CGHeroInstance * hero) const
  199. {
  200. // no-op - town building is always 'scouted' by owner
  201. }
  202. VCMI_LIB_NAMESPACE_END