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							- /*
 
-  * CGTownBuilding.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 "CGTownBuilding.h"
 
- #include "CGTownInstance.h"
 
- #include "../CGeneralTextHandler.h"
 
- #include "../IGameCallback.h"
 
- #include "../gameState/CGameState.h"
 
- #include "../mapObjects/CGHeroInstance.h"
 
- #include "../networkPacks/PacksForClient.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- CGTownBuilding::CGTownBuilding(IGameCallback * cb)
 
- 	: IObjectInterface(cb)
 
- 	, town(nullptr)
 
- {}
 
- CGTownBuilding::CGTownBuilding(CGTownInstance * town)
 
- 	: IObjectInterface(town->cb)
 
- 	, town(town)
 
- {}
 
- PlayerColor CGTownBuilding::getOwner() const
 
- {
 
- 	return town->getOwner();
 
- }
 
- MapObjectID CGTownBuilding::getObjGroupIndex() const
 
- {
 
- 	return -1;
 
- }
 
- MapObjectSubID CGTownBuilding::getObjTypeIndex() const
 
- {
 
- 	return 0;
 
- }
 
- int3 CGTownBuilding::visitablePos() const
 
- {
 
- 	return town->visitablePos();
 
- }
 
- int3 CGTownBuilding::getPosition() const
 
- {
 
- 	return town->getPosition();
 
- }
 
- std::string CGTownBuilding::getVisitingBonusGreeting() const
 
- {
 
- 	auto bonusGreeting = town->getTown()->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->getTown()->getSpecialBuilding(bType)->getNameTranslated();
 
- 	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->getTown()->faction->getNameTranslated());
 
- 	}
 
- 	boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
 
- 	town->getTown()->setGreeting(bType, bonusGreeting);
 
- 	return bonusGreeting;
 
- }
 
- std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const
 
- {
 
- 	if(bonus.type == BonusType::TOWN_MAGIC_WELL)
 
- 	{
 
- 		MetaString wellGreeting = MetaString::createFromTextID("vcmi.townHall.greetingInTownMagicWell");
 
- 		wellGreeting.replaceTextID(town->getTown()->getSpecialBuilding(bType)->getNameTextID());
 
- 		return wellGreeting.toString();
 
- 	}
 
- 	MetaString greeting = MetaString::createFromTextID("vcmi.townHall.greetingCustomBonus");
 
- 	std::string paramTextID;
 
- 	std::string until;
 
- 	if(bonus.type == BonusType::MORALE)
 
- 		paramTextID = "core.genrltxt.384"; // Morale
 
- 	if(bonus.type == BonusType::LUCK)
 
- 		paramTextID = "core.genrltxt.385"; // Luck
 
- 	greeting.replaceTextID(town->getTown()->getSpecialBuilding(bType)->getNameTextID());
 
- 	greeting.replaceNumber(bonus.val);
 
- 	greeting.replaceTextID(paramTextID);
 
- 	if (bonus.duration == BonusDuration::ONE_BATTLE)
 
- 		greeting.replaceTextID("vcmi.townHall.greetingCustomUntil");
 
- 	else
 
- 		greeting.replaceRawString(".");
 
- 	return greeting.toString();
 
- }
 
- COPWBonus::COPWBonus(IGameCallback *cb)
 
- 	: CGTownBuilding(cb)
 
- {}
 
- COPWBonus::COPWBonus(const BuildingID & bid, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
 
- 	: CGTownBuilding(cgTown)
 
- {
 
- 	bID = bid;
 
- 	bType = subId;
 
- 	indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
 
- }
 
- void COPWBonus::setProperty(ObjProperty what, ObjPropertyID identifier)
 
- {
 
- 	switch (what)
 
- 	{
 
- 		case ObjProperty::VISITORS:
 
- 			visitors.insert(identifier.as<ObjectInstanceID>());
 
- 			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(BonusSource::OBJECT_TYPE, BonusSourceID(Obj(Obj::STABLES)))) //does not stack with advMap Stables
 
- 			{
 
- 				GiveBonus gb;
 
- 				gb.bonus = Bonus(BonusDuration::ONE_WEEK, BonusType::MOVEMENT, BonusSource::OBJECT_TYPE, 600, BonusSourceID(Obj(Obj::STABLES)), BonusCustomSubtype::heroMovementLand);
 
- 				gb.id = heroID;
 
- 				cb->giveHeroBonus(&gb);
 
- 				cb->setMovePoints(heroID, 600, false);
 
- 				iw.text.appendRawString(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.appendRawString(getVisitingBonusGreeting());
 
- 					cb->showInfoDialog(&iw);
 
- 					town->addHeroToStructureVisitors(h, indexOnTV);
 
- 				}
 
- 			}
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- CTownBonus::CTownBonus(IGameCallback *cb)
 
- 	: CGTownBuilding(cb)
 
- {}
 
- CTownBonus::CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
 
- 	: CGTownBuilding(cgTown)
 
- {
 
- 	bID = index;
 
- 	bType = subId;
 
- 	indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
 
- }
 
- void CTownBonus::setProperty(ObjProperty what, ObjPropertyID identifier)
 
- {
 
- 	if(what == ObjProperty::VISITORS)
 
- 		visitors.insert(identifier.as<ObjectInstanceID>());
 
- }
 
- 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 what = PrimarySkill::NONE;
 
- 		switch(bType)
 
- 		{
 
- 		case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge
 
- 			what = PrimarySkill::KNOWLEDGE;
 
- 			val = 1;
 
- 			iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::KNOWLEDGE, 1);
 
- 			break;
 
- 		case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire
 
- 			what = PrimarySkill::SPELL_POWER;
 
- 			val = 1;
 
- 			iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::SPELL_POWER, 1);
 
- 			break;
 
- 		case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla
 
- 			what = PrimarySkill::ATTACK;
 
- 			val = 1;
 
- 			iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::ATTACK, 1);
 
- 			break;
 
- 		case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars
 
- 			what = PrimarySkill::EXPERIENCE;
 
- 			val = static_cast<int>(h->calculateXp(1000));
 
- 			iw.components.emplace_back(ComponentType::EXPERIENCE, val);
 
- 			break;
 
- 		case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords
 
- 			what = PrimarySkill::DEFENSE;
 
- 			val = 1;
 
- 			iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::DEFENSE, 1);
 
- 			break;
 
- 		case BuildingSubID::CUSTOM_VISITING_BONUS:
 
- 			const auto building = town->getTown()->buildings.at(bID);
 
- 			if(!h->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID())))
 
- 			{
 
- 				const auto & bonuses = building->onVisitBonuses;
 
- 				applyBonuses(const_cast<CGHeroInstance *>(h), bonuses);
 
- 			}
 
- 			break;
 
- 		}
 
- 		if(what != PrimarySkill::NONE)
 
- 		{
 
- 			iw.player = cb->getOwner(heroID);
 
- 				iw.text.appendRawString(getVisitingBonusGreeting());
 
- 			cb->showInfoDialog(&iw);
 
- 			if (what == PrimarySkill::EXPERIENCE)
 
- 				cb->giveExperience(cb->getHero(heroID), val);
 
- 			else
 
- 				cb->changePrimSkill(cb->getHero(heroID), what, val);
 
- 			town->addHeroToStructureVisitors(h, indexOnTV);
 
- 		}
 
- 	}
 
- }
 
- void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const
 
- {
 
- 	auto addToVisitors = false;
 
- 	for(const auto & bonus : bonuses)
 
- 	{
 
- 		GiveBonus gb;
 
- 		InfoWindow iw;
 
- 		if(bonus->type == BonusType::TOWN_MAGIC_WELL)
 
- 		{
 
- 			if(h->mana >= h->manaLimit())
 
- 				return;
 
- 			cb->setManaPoints(h->id, h->manaLimit());
 
- 			bonus->duration = BonusDuration::ONE_DAY;
 
- 		}
 
- 		gb.bonus = * bonus;
 
- 		gb.id = h->id;
 
- 		cb->giveHeroBonus(&gb);
 
- 		if(bonus->duration == BonusDuration::PERMANENT)
 
- 			addToVisitors = true;
 
- 		iw.player = cb->getOwner(h->id);
 
- 		iw.text.appendRawString(getCustomBonusGreeting(gb.bonus));
 
- 		cb->showInfoDialog(&iw);
 
- 	}
 
- 	if(addToVisitors)
 
- 		town->addHeroToStructureVisitors(h, indexOnTV);
 
- }
 
- CTownRewardableBuilding::CTownRewardableBuilding(IGameCallback *cb)
 
- 	: CGTownBuilding(cb)
 
- {}
 
- CTownRewardableBuilding::CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown, CRandomGenerator & rand)
 
- 	: CGTownBuilding(cgTown)
 
- {
 
- 	bID = index;
 
- 	bType = subId;
 
- 	indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
 
- 	initObj(rand);
 
- }
 
- void CTownRewardableBuilding::initObj(CRandomGenerator & rand)
 
- {
 
- 	assert(town && town->town);
 
- 	auto building = town->town->buildings.at(bID);
 
- 	building->rewardableObjectInfo.configureObject(configuration, rand, cb);
 
- 	for(auto & rewardInfo : configuration.info)
 
- 	{
 
- 		for (auto & bonus : rewardInfo.reward.bonuses)
 
- 		{
 
- 			bonus.source = BonusSource::TOWN_STRUCTURE;
 
- 			bonus.sid = BonusSourceID(building->getUniqueTypeID());
 
- 		}
 
- 	}
 
- }
 
- void CTownRewardableBuilding::newTurn(CRandomGenerator & rand) const
 
- {
 
- 	if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
 
- 	{
 
- 		if(configuration.resetParameters.rewards)
 
- 		{
 
- 			cb->setObjPropertyValue(town->id, ObjProperty::REWARD_RANDOMIZE, indexOnTV);
 
- 		}
 
- 		if(configuration.resetParameters.visitors)
 
- 		{
 
- 			cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, indexOnTV);
 
- 		}
 
- 	}
 
- }
 
- void CTownRewardableBuilding::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_RANDOMIZE:
 
- 			initObj(cb->gameState()->getRandomGenerator());
 
- 			break;
 
- 		case ObjProperty::REWARD_SELECT:
 
- 			selectedReward = identifier.getNum();
 
- 			break;
 
- 	}
 
- }
 
- void CTownRewardableBuilding::heroLevelUpDone(const CGHeroInstance *hero) const
 
- {
 
- 	grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero);
 
- }
 
- void CTownRewardableBuilding::blockingDialogAnswered(const CGHeroInstance *hero, ui32 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 CTownRewardableBuilding::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
 
- {
 
- 	town->addHeroToStructureVisitors(hero, indexOnTV);
 
- 	
 
- 	grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
 
- 	
 
- 	// hero is not blocked by levelup dialog - grant remainder immediately
 
- 	if(!cb->isVisitCoveredByAnotherQuery(town, hero))
 
- 	{
 
- 		grantRewardAfterLevelup(cb, configuration.info.at(rewardID), town, hero);
 
- 	}
 
- }
 
- bool CTownRewardableBuilding::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(bID);
 
- 			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 CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
 
- {
 
- 	auto grantRewardWithMessage = [&](int index) -> void
 
- 	{
 
- 		auto vi = configuration.info.at(index);
 
- 		logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
 
- 		
 
- 		town->addHeroToStructureVisitors(h, indexOnTV); //adding to visitors
 
- 		InfoWindow iw;
 
- 		iw.player = h->tempOwner;
 
- 		iw.text = vi.message;
 
- 		vi.reward.loadComponents(iw.components, h);
 
- 		iw.type = EInfoWindowMode::MODAL;
 
- 		if(!iw.components.empty() || !iw.text.toString().empty())
 
- 			cb->showInfoDialog(&iw);
 
- 		
 
- 		grantReward(index, h);
 
- 	};
 
- 	auto selectRewardsMessage = [&](const std::vector<ui32> & rewards, const MetaString & dialog) -> void
 
- 	{
 
- 		BlockingDialog sd(configuration.canRefuse, rewards.size() > 1);
 
- 		sd.player = h->tempOwner;
 
- 		sd.text = dialog;
 
- 		if (rewards.size() > 1)
 
- 			for (auto index : rewards)
 
- 				sd.components.push_back(configuration.info.at(index).reward.getDisplayedComponent(h));
 
- 		if (rewards.size() == 1)
 
- 			configuration.info.at(rewards.front()).reward.loadComponents(sd.components, h);
 
- 		cb->showBlockingDialog(&sd);
 
- 	};
 
- 	
 
- 	if(!town->hasBuilt(bID) || cb->isVisitCoveredByAnotherQuery(town, h))
 
- 		return;
 
- 	if(!wasVisitedBefore(h))
 
- 	{
 
- 		auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
 
- 		logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
 
- 		switch (rewards.size())
 
- 		{
 
- 			case 0: // no available rewards, e.g. visiting School of War without gold
 
- 			{
 
- 				auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
 
- 				if (!emptyRewards.empty())
 
- 					grantRewardWithMessage(emptyRewards[0]);
 
- 				else
 
- 					logMod->warn("No applicable message for visiting empty object!");
 
- 				break;
 
- 			}
 
- 			case 1: // one reward. Just give it with message
 
- 			{
 
- 				if (configuration.canRefuse)
 
- 					selectRewardsMessage(rewards, configuration.info.at(rewards.front()).message);
 
- 				else
 
- 					grantRewardWithMessage(rewards.front());
 
- 				break;
 
- 			}
 
- 			default: // multiple rewards. Act according to select mode
 
- 			{
 
- 				switch (configuration.selectMode) {
 
- 					case Rewardable::SELECT_PLAYER: // player must select
 
- 						selectRewardsMessage(rewards, configuration.onSelect);
 
- 						break;
 
- 					case Rewardable::SELECT_FIRST: // give first available
 
- 						grantRewardWithMessage(rewards.front());
 
- 						break;
 
- 					case Rewardable::SELECT_RANDOM: // give random
 
- 						grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));
 
- 						break;
 
- 				}
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		logGlobal->debug("Revisiting already visited object");
 
- 		auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
 
- 		if (!visitedRewards.empty())
 
- 			grantRewardWithMessage(visitedRewards[0]);
 
- 		else
 
- 			logMod->debug("No applicable message for visiting already visited object!");
 
- 	}
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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