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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 "../NetPacks.h"#include "../CGeneralTextHandler.h"#include "../CModHandler.h"#include "../IGameCallback.h"#include "../CGameState.h"using namespace boost::assign;std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;std::vector<int> CGTownInstance::universitySkills;void CGDwelling::initObj(){	switch(ID)	{	case Obj::CREATURE_GENERATOR1:	case Obj::CREATURE_GENERATOR4:		{			VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, cb->gameState()->getRandomGenerator());			if (getOwner() != PlayerColor::NEUTRAL)				cb->gameState()->players[getOwner()].dwellings.push_back (this);		}			//putStack(SlotID(0), new CStackInstance(CreatureID::GOLD_GOLEM, 9));			//putStack(SlotID(1), new CStackInstance(CreatureID::DIAMOND_GOLEM, 6));			//putStack(SlotID(0), new CStackInstance(CreatureID::EARTH_ELEMENTAL, 12));			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::setPropertyDer(ui8 what, ui32 val){	switch (what)	{		case ObjProperty::OWNER: //change owner			if (ID == Obj::CREATURE_GENERATOR1) //single generators			{				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, 176 + Slots().begin()->second->getQuantityID()*3);		bd.text.addReplacement(*Slots().begin()->second);		cb->showBlockingDialog(&bd);		return;	}	if(!relations  &&  ID != Obj::WAR_MACHINE_FACTORY)	{		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() 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(cb->gameState()->getRandomGenerator()));	}	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->creatures[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);}void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const{	CreatureID crid = creatures[0].second[0];	CCreature *crs = VLC->creh->creatures[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);	}}int CGTownInstance::getSightRadious() const //returns sight distance{	if (subID == ETownType::TOWER)	{		if (hasBuilt(BuildingID::GRAIL)) //skyship			return -1; //entire map		if (hasBuilt(BuildingID::LOOKOUT_TOWER)) //lookout tower			return 20;	}	return 5;}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->creatures[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->getPlayer(tempOwner, false))	{		for(const CGDwelling *dwelling : p->dwellings)			if(vstd::contains(creatures[level].second, dwelling->creatures[0].second[0]))				dwellingBonus++;	}	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)	TBonusListPtr bonuses = getBonuses(Selector::type(Bonus::CREATURE_GROWTH).And(Selector::subtype(level)));	for(const Bonus *b : *bonuses)		ret.entries.push_back(GrowthInfo::Entry(b->Description() + " %+d", b->val));	//statue-of-legion-like bonus: % to base+castle	TBonusListPtr bonuses2 = getBonuses(Selector::type(Bonus::CREATURE_GROWTH_PERCENT));	for(const Bonus *b : *bonuses2)		ret.entries.push_back(GrowthInfo::Entry(b->Description() + " %+d", b->val * (base + castleBonus) / 100));	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;}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()	:IShipyard(this), IMarket(this), town(nullptr), builded(0), destroyed(0), identifier(0), alignment(0xff){}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(BuildingID::LIBRARY, ETownType::TOWER))		ret++;	return ret;}bool CGTownInstance::needsLastStack() const{	if(garrisonHero)		return true;	else return false;}void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const{	if( !cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ))//if this is enemy	{		if(armedGarrison() || visitingHero)		{			const CGHeroInstance *defendingHero = nullptr;			const CArmedInstance *defendingArmy = this;			if(visitingHero)				defendingHero = visitingHero;			else if(garrisonHero)				defendingHero = garrisonHero;			if(defendingHero)				defendingArmy = defendingHero;			bool outsideTown = (defendingHero == visitingHero && garrisonHero);			//TODO			//"borrowing" army from garrison to visiting hero			cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (outsideTown ? nullptr : this));		}		else		{			cb->setOwner(this, h->tempOwner);			removeCapitols(h->getOwner());			cb->heroVisitCastle(this, h);		}	}	else if(h->visitablePos() == visitablePos())	{		if (h->commander && !h->commander->alive) //rise commander. TODO: interactive script		{			SetCommanderProperty scp;			scp.heroid = h->id;			scp.which = SetCommanderProperty::ALIVE;			scp.amount = 1;			cb->sendAndApply (&scp);		}		cb->heroVisitCastle(this, h);	}	else	{		logGlobal->errorStream() << h->name << " visits allied town of " << name << " from different pos?";	}}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->warnStream() << h->name << " correctly left town " << name;	}	else		logGlobal->warnStream() << "Warning, " << h->name << " tries to leave the town " << name << " but hero is not inside.";}std::string CGTownInstance::getObjectName() const{	return name + ", " + town->faction->name;}void CGTownInstance::initObj()///initialize town structures{	blockVisit = true;	if (subID == ETownType::DUNGEON)		creatures.resize(GameConstants::CREATURES_PER_TOWN+1);//extra dwelling for Dungeon	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]);		}	}	switch (subID)	{ //add new visitable objects		case 0:			bonusingBuildings.push_back (new COPWBonus(BuildingID::STABLES, this));			break;		case 5:			bonusingBuildings.push_back (new COPWBonus(BuildingID::MANA_VORTEX, this));			//fallthrough		case 2: case 3: case 6:			bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_4, this));			break;		case 7:			bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_1, this));			break;	}	//add special bonuses from buildings	recreateBuildingsBonuses();	updateAppearance();}void CGTownInstance::newTurn() const{	if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week	{		auto & rand = cb->gameState()->getRandomGenerator();		//give resources for Rampart, Mystic Pond		if (hasBuilt(BuildingID::MYSTIC_POND, ETownType::RAMPART)			&& 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);		}		if ( subID == ETownType::DUNGEON )			for (auto & elem : bonusingBuildings)		{			if ((elem)->ID == BuildingID::MANA_VORTEX)				cb->setObjProperty (id, ObjProperty::STRUCTURE_CLEAR_VISITORS, (elem)->id); //reset visitors for Mana Vortex		}		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->creatures[*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->creatures[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->creatures[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;	if (cb->getPlayerRelations(tempOwner, color) != PlayerRelations::ENEMIES)		return true;	return false;}void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const{	offsets += int3(-1,2,0), int3(-3,2,0);}void CGTownInstance::removeCapitols (PlayerColor owner) const{	if (hasCapitol()) // search if there's an older capitol	{		PlayerState* state = cb->gameState()->getPlayer (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;			}		}	}}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 (!hasBuilt(BuildingID::MARKETPLACE))		return 0;	const PlayerState *p = cb->getPlayer(tempOwner);	assert(p);	int marketCount = 0;	for(const CGTownInstance *t : p->towns)		if(t->hasBuilt(BuildingID::MARKETPLACE))			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(BuildingID::ARTIFACT_MERCHANT, ETownType::TOWER)		    || hasBuilt(BuildingID::ARTIFACT_MERCHANT, ETownType::DUNGEON)		    || hasBuilt(BuildingID::ARTIFACT_MERCHANT, ETownType::CONFLUX);	case EMarketMode::CREATURE_RESOURCE:		return hasBuilt(BuildingID::FREELANCERS_GUILD, ETownType::STRONGHOLD);	case EMarketMode::CREATURE_UNDEAD:		return hasBuilt(BuildingID::SKELETON_TRANSFORMER, ETownType::NECROPOLIS);	case EMarketMode::RESOURCE_SKILL:		return hasBuilt(BuildingID::MAGIC_UNIVERSITY, ETownType::CONFLUX);	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->factions[subID]->town;	randomizeArmy(subID);	updateAppearance();}void CGTownInstance::updateAppearance(){	//FIXME: not the best way to do this	auto app = VLC->objtypeh->getHandlerFor(ID, subID)->getOverride(cb->gameState()->getTile(visitablePos())->terType, this);	if (app)		appearance = app.get();}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(){	Bonus *b = getBonusList().getFirst(Selector::sourceType(Bonus::ARMY).And(Selector::type(Bonus::MORALE)));	if(!b)	{		b = new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);		addNewBonus(b);	}	if (garrisonHero)		b->val = 0;	else		CArmedInstance::updateMoraleBonusFromArmy();}void CGTownInstance::recreateBuildingsBonuses(){	static TPropagatorPtr playerProp(new CPropagatorNodeType(PLAYER));	BonusList bl;	getExportedBonusList().getBonuses(bl, Selector::sourceType(Bonus::TOWN_STRUCTURE));	for(Bonus *b : bl)		removeBonus(b);	//tricky! -> checks tavern only if no bratherhood of sword or not a castle	if(subID != ETownType::CASTLE || !addBonusIfBuilt(BuildingID::BROTHERHOOD, Bonus::MORALE, +2))		addBonusIfBuilt(BuildingID::TAVERN, Bonus::MORALE, +1);	if(subID == ETownType::CASTLE) //castle	{		addBonusIfBuilt(BuildingID::LIGHTHOUSE, Bonus::SEA_MOVEMENT, +500, playerProp);		addBonusIfBuilt(BuildingID::GRAIL,      Bonus::MORALE, +2, playerProp); //colossus	}	else if(subID == ETownType::RAMPART) //rampart	{		addBonusIfBuilt(BuildingID::FOUNTAIN_OF_FORTUNE, Bonus::LUCK, +2); //fountain of fortune		addBonusIfBuilt(BuildingID::GRAIL, Bonus::LUCK, +2, playerProp); //guardian spirit	}	else if(subID == ETownType::TOWER) //tower	{		addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +15, PrimarySkill::KNOWLEDGE); //grail	}	else if(subID == ETownType::INFERNO) //Inferno	{		addBonusIfBuilt(BuildingID::STORMCLOUDS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER); //Brimstone Clouds	}	else if(subID == ETownType::NECROPOLIS) //necropolis	{		addBonusIfBuilt(BuildingID::COVER_OF_DARKNESS,    Bonus::DARKNESS, +20);		addBonusIfBuilt(BuildingID::NECROMANCY_AMPLIFIER, Bonus::SECONDARY_SKILL_PREMY, +10, playerProp, SecondarySkill::NECROMANCY); //necromancy amplifier		addBonusIfBuilt(BuildingID::GRAIL, Bonus::SECONDARY_SKILL_PREMY, +20, playerProp, SecondarySkill::NECROMANCY); //Soul prison	}	else if(subID == ETownType::DUNGEON) //Dungeon	{		addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +12, PrimarySkill::SPELL_POWER); //grail	}	else if(subID == ETownType::STRONGHOLD) //Stronghold	{		addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +20, PrimarySkill::ATTACK); //grail	}	else if(subID == ETownType::FORTRESS) //Fortress	{		addBonusIfBuilt(BuildingID::GLYPHS_OF_FEAR, Bonus::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE); //Glyphs of Fear		addBonusIfBuilt(BuildingID::BLOOD_OBELISK,  Bonus::PRIMARY_SKILL, +2, PrimarySkill::ATTACK); //Blood Obelisk		addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::ATTACK); //grail		addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::DEFENSE); //grail	}	else if(subID == ETownType::CONFLUX)	{	}}bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype /*= -1*/){	static auto emptyPropagator = TPropagatorPtr();	return addBonusIfBuilt(building, type, val, emptyPropagator, subtype);}bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr & prop, int subtype /*= -1*/){	if(hasBuilt(building))	{		std::ostringstream descr;		descr << town->buildings.at(building)->Name() << " ";		if(val > 0)			descr << "+";		else if(val < 0)			descr << "-";		descr << val;		Bonus *b = new Bonus(Bonus::PERMANENT, type, Bonus::TOWN_STRUCTURE, val, building, descr.str(), subtype);		if(prop)			b->addPropagator(prop);		addNewBonus(b);		return true;	}	return false;}void CGTownInstance::setVisitingHero(CGHeroInstance *h){	if (!(!!visitingHero == !h))	{		logGlobal->warnStream() << boost::format("Hero visiting town %s is %s ") % name % (visitingHero.get() ? visitingHero->name : "NULL");		logGlobal->warnStream() << boost::format("New hero will be %s ") % (h ? h->name : "NULL");		assert(!!visitingHero == !h);	}	if(h)	{		PlayerState *p = cb->gameState()->getPlayer(h->tempOwner);		assert(p);		h->detachFrom(p);		h->attachTo(&townAndVis);		visitingHero = h;		h->visitedTown = this;		h->inTownGarrison = false;	}	else	{		PlayerState *p = cb->gameState()->getPlayer(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()->getPlayer(h->tempOwner);		assert(p);		h->detachFrom(p);		h->attachTo(this);		garrisonHero = h;		h->visitedTown = this;		h->inTownGarrison = true;	}	else	{		PlayerState *p = cb->gameState()->getPlayer(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 stacksCount() || garrisonHero;}int CGTownInstance::getTownLevel() const{	// count all buildings that are not upgrades	return boost::range::count_if(builtBuildings, [&](const BuildingID & build)	{		return town->buildings.at(build) && town->buildings.at(build)->upgrade == -1;	});}CBonusSystemNode * CGTownInstance::whatShouldBeAttached(){	return &townAndVis;}const CArmedInstance * CGTownInstance::getUpperArmy() const{	if(garrisonHero)		return garrisonHero;	return this;}bool CGTownInstance::hasBuilt(BuildingID buildingID, int townID) const{	if (townID == town->faction->index || townID == ETownType::ANY)		return hasBuilt(buildingID);	return false;}bool CGTownInstance::hasBuilt(BuildingID buildingID) const{	return vstd::contains(builtBuildings, buildingID);}void CGTownInstance::addHeroToStructureVisitors( const CGHeroInstance *h, si32 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->errorStream() << "Cannot add hero " << h->name << " to visitors of structure #" << structureInstanceID;		assert(0);	}}void CGTownInstance::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const{	if(result.winner == 0)	{		removeCapitols(hero->getOwner());		cb->setOwner (this, hero->tempOwner); //give control after checkout is done		FoWChange fw;		fw.player = hero->tempOwner;		fw.mode = 1;		cb->getTilesInRange(fw.tiles, getSightCenter(), getSightRadious(), tempOwner, 1);		cb->sendAndApply (&fw);	}}COPWBonus::COPWBonus (BuildingID index, CGTownInstance *TOWN){	ID = index;	town = TOWN;	id = 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(ID))	{		InfoWindow iw;		iw.player = h->tempOwner;		switch (town->subID)		{			case ETownType::CASTLE: //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);					iw.text << VLC->generaltexth->allTexts[580];					cb->showInfoDialog(&iw);				}				break;			case ETownType::DUNGEON: //Mana Vortex				if (visitors.empty() && h->mana <= h->manaLimit() * 2)				{					cb->setManaPoints (heroID, 2 * h->manaLimit());					//TODO: investigate line below					//cb->setObjProperty (town->id, ObjProperty::VISITED, true);					iw.text << VLC->generaltexth->allTexts[579];					cb->showInfoDialog(&iw);					town->addHeroToStructureVisitors(h, id);				}				break;		}	}}CTownBonus::CTownBonus (BuildingID index, CGTownInstance *TOWN){	ID = index;	town = TOWN;	id = 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(ID) && visitors.find(heroID) == visitors.end())	{		InfoWindow iw;		PrimarySkill::PrimarySkill what = PrimarySkill::ATTACK;		int val=0, mid=0;		switch (ID)		{			case BuildingID::SPECIAL_4:				switch(town->subID)				{					case ETownType::TOWER: //wall						what = PrimarySkill::KNOWLEDGE;						val = 1;						mid = 581;						iw.components.push_back (Component(Component::PRIM_SKILL, 3, 1, 0));						break;					case ETownType::INFERNO: //order of fire						what = PrimarySkill::SPELL_POWER;						val = 1;						mid = 582;						iw.components.push_back (Component(Component::PRIM_SKILL, 2, 1, 0));						break;					case ETownType::STRONGHOLD://hall of Valhalla						what = PrimarySkill::ATTACK;						val = 1;						mid = 584;						iw.components.push_back (Component(Component::PRIM_SKILL, 0, 1, 0));						break;					case ETownType::DUNGEON://academy of battle scholars						what = PrimarySkill::EXPERIENCE;						val = h->calculateXp(1000);						mid = 583;						iw.components.push_back (Component(Component::EXPERIENCE, 0, val, 0));						break;				}				break;			case BuildingID::SPECIAL_1:				switch(town->subID)				{					case ETownType::FORTRESS: //cage of warlords						what = PrimarySkill::DEFENSE;						val = 1;						mid = 585;						iw.components.push_back (Component(Component::PRIM_SKILL, 1, 1, 0));						break;				}				break;		}		assert(mid);		iw.player = cb->getOwner(heroID);		iw.text << VLC->generaltexth->allTexts[mid];		cb->showInfoDialog(&iw);		cb->changePrimSkill (cb->getHero(heroID), what, val);		town->addHeroToStructureVisitors(h, id);	}}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->factions[subID]->town->buildings.at(building)->Name() % count);}CTownAndVisitingHero::CTownAndVisitingHero(){	setNodeType(TOWN_AND_VISITOR);}int GrowthInfo::totalGrowth() const{	int ret = 0;	for(const Entry &entry : entries)		ret += entry.count;	return ret;}
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