| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238 | 
							- /*
 
-  * 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 "../callback/IGameInfoCallback.h"
 
- #include "../callback/IGameEventCallback.h"
 
- #include "../mapObjects/CGHeroInstance.h"
 
- #include "../entities/building/CBuilding.h"
 
- #include <vstd/RNG.h>
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- TownBuildingInstance::TownBuildingInstance(IGameInfoCallback * 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(IGameInfoCallback *cb)
 
- 	: TownBuildingInstance(cb)
 
- {}
 
- TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, IGameRandomizer & gameRandomizer)
 
- 	: TownBuildingInstance(town, index)
 
- {
 
- 	assert(town && town->getTown());
 
- 	configuration = generateConfiguration(gameRandomizer);
 
- }
 
- void TownRewardableBuildingInstance::assignBonuses(std::vector<std::shared_ptr<Bonus>> & bonuses) const
 
- {
 
- 	const auto & building = town->getTown()->buildings.at(getBuildingType());
 
- 	for (auto & bonus : bonuses)
 
- 	{
 
- 		if (building->mapObjectLikeBonuses.hasValue())
 
- 		{
 
- 			bonus->source = BonusSource::OBJECT_TYPE;
 
- 			bonus->sid = BonusSourceID(building->mapObjectLikeBonuses);
 
- 		}
 
- 		else
 
- 		{
 
- 			bonus->source = BonusSource::TOWN_STRUCTURE;
 
- 			bonus->sid = BonusSourceID(building->getUniqueTypeID());
 
- 		}
 
- 	}
 
- }
 
- Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(IGameRandomizer & gameRandomizer) const
 
- {
 
- 	Rewardable::Configuration result;
 
- 	const auto & building = town->getTown()->buildings.at(getBuildingType());
 
- 	// force modal info window instead of displaying in inactive info box on adventure map
 
- 	result.infoWindowType = EInfoWindowMode::MODAL;
 
- 	building->rewardableObjectInfo.configureObject(result, gameRandomizer, cb);
 
- 	for(auto & rewardInfo : result.info)
 
- 	{
 
- 		assignBonuses(rewardInfo.reward.heroBonuses);
 
- 		assignBonuses(rewardInfo.reward.commanderBonuses);
 
- 		assignBonuses(rewardInfo.reward.playerBonuses);
 
- 	}
 
- 	return result;
 
- }
 
- void TownRewardableBuildingInstance::newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const
 
- {
 
- 	if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
 
- 	{
 
- 		auto newConfiguration = generateConfiguration(gameRandomizer);
 
- 		gameEvents.setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration);
 
- 		if(configuration.resetParameters.visitors)
 
- 		{
 
- 			gameEvents.setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType().getNum());
 
- 		}
 
- 	}
 
- }
 
- 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(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const
 
- {
 
- 	grantRewardAfterLevelup(gameEvents, configuration.info.at(selectedReward), town, hero);
 
- }
 
- void TownRewardableBuildingInstance::blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const
 
- {
 
- 	onBlockingDialogAnswered(gameEvents, hero, answer);
 
- }
 
- void TownRewardableBuildingInstance::grantReward(IGameEventCallback & gameEvents, ui32 rewardID, const CGHeroInstance * hero) const
 
- {
 
- 	grantRewardBeforeLevelup(gameEvents, configuration.info.at(rewardID), hero);
 
- 	
 
- 	// hero is not blocked by levelup dialog - grant remainder immediately
 
- 	if(!gameEvents.isVisitCoveredByAnotherQuery(town, hero))
 
- 	{
 
- 		grantRewardAfterLevelup(gameEvents, 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:
 
- 		case Rewardable::VISIT_PLAYER_GLOBAL:
 
- 			return false; //not supported
 
- 		case Rewardable::VISIT_BONUS:
 
- 		{
 
- 			const auto & building = town->getTown()->buildings.at(getBuildingType());
 
- 			if (building->mapObjectLikeBonuses.hasValue())
 
- 				return contextHero->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(building->mapObjectLikeBonuses));
 
- 			else
 
- 				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(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
 
- {
 
- 	assert(town->hasBuilt(getBuildingType()));
 
- 	if(town->hasBuilt(getBuildingType()))
 
- 		doHeroVisit(gameEvents, 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:
 
- 		case Rewardable::VISIT_PLAYER_GLOBAL:
 
- 			return false;
 
- 		case Rewardable::VISIT_ONCE:
 
- 		case Rewardable::VISIT_PLAYER:
 
- 			return !visitors.empty();
 
- 		default:
 
- 			return false;
 
- 	}
 
- }
 
- void TownRewardableBuildingInstance::markAsVisited(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const
 
- {
 
- 	town->addHeroToStructureVisitors(gameEvents, hero, getBuildingType().getNum());
 
- }
 
- void TownRewardableBuildingInstance::markAsScouted(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const
 
- {
 
- 	// no-op - town building is always 'scouted' by owner
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
  |