| 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_BEGINTownBuildingInstance::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
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