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							- /*
 
-  * CGTownInstance.h, 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
 
-  *
 
-  */
 
- #pragma once
 
- #include "IMarket.h"
 
- #include "CGDwelling.h"
 
- #include "../entities/faction/CFaction.h" // TODO: remove
 
- #include "../entities/faction/CTown.h" // TODO: remove
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CCastleEvent;
 
- class CTown;
 
- class TownBuildingInstance;
 
- struct TownFortifications;
 
- class TownRewardableBuildingInstance;
 
- struct DamageRange;
 
- template<typename ContainedClass>
 
- class LogicalExpression;
 
- class DLL_LINKAGE CTownAndVisitingHero : public CBonusSystemNode
 
- {
 
- public:
 
- 	CTownAndVisitingHero();
 
- };
 
- struct DLL_LINKAGE GrowthInfo
 
- {
 
- 	struct Entry
 
- 	{
 
- 		int count;
 
- 		std::string description;
 
- 		Entry(const std::string &format, int _count);
 
- 		Entry(int subID, const BuildingID & building, int _count);
 
- 		Entry(int _count, std::string fullDescription);
 
- 	};
 
- 	std::vector<Entry> entries;
 
- 	int totalGrowth() const;
 
- 	int handicapPercentage;
 
- };
 
- class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket, public INativeTerrainProvider, public ICreatureUpgrader
 
- {
 
- 	friend class CTownInstanceConstructor;
 
- 	std::string nameTextId; // name of town
 
- 	std::map<BuildingID, TownRewardableBuildingInstance*> convertOldBuildings(std::vector<TownRewardableBuildingInstance*> oldVector);
 
- 	std::set<BuildingID> builtBuildings;
 
- 	ObjectInstanceID garrisonHero;
 
- 	ObjectInstanceID visitingHero;
 
- public:
 
- 	enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3};
 
- 	CTownAndVisitingHero townAndVis;
 
- 	si32 built; //how many buildings has been built this turn
 
- 	si32 destroyed; //how many buildings has been destroyed this turn
 
- 	ui32 identifier; //special identifier from h3m (only > RoE maps)
 
- 	PlayerColor alignmentToPlayer; // if set to non-neutral, random town will have same faction as specified player
 
- 	std::set<BuildingID> forbiddenBuildings;
 
- 	std::map<BuildingID, std::unique_ptr<TownRewardableBuildingInstance>> rewardableBuildings;
 
- 	std::vector<SpellID> possibleSpells, obligatorySpells;
 
- 	std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild
 
- 	std::vector<CCastleEvent> events;
 
- 	std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond, factory = save debts);
 
- 	int spellResearchCounterDay;
 
- 	int spellResearchAcceptedCounter;
 
- 	bool spellResearchAllowed;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	template <typename Handler> void serialize(Handler &h)
 
- 	{
 
- 		h & static_cast<CGDwelling&>(*this);
 
- 		h & nameTextId;
 
- 		h & built;
 
- 		h & destroyed;
 
- 		h & identifier;
 
- 		if (h.hasFeature(Handler::Version::NO_RAW_POINTERS_IN_SERIALIZER))
 
- 		{
 
- 			h & garrisonHero;
 
- 			h & visitingHero;
 
- 		}
 
- 		else
 
- 		{
 
- 			std::shared_ptr<CGObjectInstance> ptrGarr;
 
- 			std::shared_ptr<CGObjectInstance> ptrVisit;
 
- 			h & ptrGarr;
 
- 			h & ptrVisit;
 
- 			garrisonHero = ptrGarr ? ptrGarr->id : ObjectInstanceID();
 
- 			visitingHero = ptrVisit ? ptrVisit->id : ObjectInstanceID();
 
- 		}
 
- 		h & alignmentToPlayer;
 
- 		h & forbiddenBuildings;
 
- 		h & builtBuildings;
 
- 		h & bonusValue;
 
- 		h & possibleSpells;
 
- 		h & obligatorySpells;
 
- 		h & spells;
 
- 		h & events;
 
- 		h & spellResearchCounterDay;
 
- 		h & spellResearchAcceptedCounter;
 
- 		h & spellResearchAllowed;
 
- 		h & rewardableBuildings;
 
- 		h & townAndVis;
 
- 		if(!h.saving)
 
- 			postDeserialize();
 
- 	}
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	CBonusSystemNode & whatShouldBeAttached() override;
 
- 	std::string nodeName() const override;
 
- 	void updateMoraleBonusFromArmy() override;
 
- 	void postDeserialize();
 
- 	void recreateBuildingsBonuses();
 
- 	void setVisitingHero(CGHeroInstance *h);
 
- 	void setGarrisonedHero(CGHeroInstance *h);
 
- 	const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself
 
- 	const CGHeroInstance * getVisitingHero() const;
 
- 	const CGHeroInstance * getGarrisonHero() const;
 
- 	std::string getNameTranslated() const;
 
- 	std::string getNameTextID() const;
 
- 	void setNameTextId(const std::string & newName);
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	bool passableFor(PlayerColor color) const override;
 
- 	//int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated
 
- 	int getSightRadius() const override; //returns sight distance
 
- 	BoatId getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
 
- 	void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed. Parameter will be cleared
 
- 	EGeneratorState shipyardStatus() const override;
 
- 	const IObjectInterface * getObject() const override;
 
- 	int getMarketEfficiency() const override; //=market count
 
- 	std::set<EMarketMode> availableModes() const override;
 
- 	std::vector<TradeItemBuy> availableItemsIds(EMarketMode mode) const override;
 
- 	ObjectInstanceID getObjInstanceID() const override;
 
- 	void updateAppearance();
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	bool needsLastStack() const override;
 
- 	CGTownInstance::EFortLevel fortLevel() const;
 
- 	TownFortifications fortificationsLevel() const;
 
- 	int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
 
- 	int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
 
- 	int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
 
- 	int creatureGrowth(const int & level) const;
 
- 	GrowthInfo getGrowthInfo(int level) const;
 
- 	bool hasFort() const;
 
- 	bool hasCapitol() const;
 
- 	bool hasBuiltSomeTradeBuilding() const;
 
- 	//checks if special building with type buildingID is constructed
 
- 	bool hasBuilt(BuildingSubID::EBuildingSubID buildingID) const;
 
- 	//checks if building is constructed and town has same subID
 
- 	bool hasBuilt(const BuildingID & buildingID) const;
 
- 	bool hasBuilt(const BuildingID & buildingID, FactionID townID) const;
 
- 	void addBuilding(const BuildingID & buildingID);
 
- 	void removeBuilding(const BuildingID & buildingID);
 
- 	void removeAllBuildings();
 
- 	std::set<BuildingID> getBuildings() const;
 
- 	TResources getBuildingCost(const BuildingID & buildingID) const;
 
- 	ResourceSet dailyIncome() const override;
 
- 	std::vector<CreatureID> providedCreatures() const override;
 
- 	int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
 
- 	bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero
 
- 	int getTownLevel() const;
 
- 	LogicalExpression<BuildingID> genBuildingRequirements(const BuildingID & build, bool deep = false) const;
 
- 	void mergeGarrisonOnSiege() const; // merge garrison into army of visiting hero
 
- 	void removeCapitols(const PlayerColor & owner) const;
 
- 	void clearArmy() const;
 
- 	void addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID) const; //hero must be visiting or garrisoned in town
 
- 	void deleteTownBonus(BuildingID bid);
 
- 	/// Returns damage range for secondary towers of this town
 
- 	DamageRange getTowerDamageRange() const;
 
- 	/// Returns damage range for central tower(keep) of this town
 
- 	DamageRange getKeepDamageRange() const;
 
- 	const CTown * getTown() const;
 
- 	const CFaction * getFaction() const;
 
- 	/// INativeTerrainProvider
 
- 	FactionID getFactionID() const override;
 
- 	TerrainId getNativeTerrain() const override;
 
- 	/// Returns ID of war machine that is produced by specified building or NONE if this is not built or if building does not produce war machines
 
- 	ArtifactID getWarMachineInBuilding(BuildingID) const;
 
- 	/// Returns true if provided war machine is available in any of built buildings of this town
 
- 	bool isWarMachineAvailable(ArtifactID) const;
 
- 	CGTownInstance(IGameCallback *cb);
 
- 	virtual ~CGTownInstance();
 
- 	///IObjectInterface overrides
 
- 	void newTurn(vstd::RNG & rand) const override;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void onHeroLeave(const CGHeroInstance * h) const override;
 
- 	void initObj(vstd::RNG & rand) override;
 
- 	void pickRandomObject(vstd::RNG & rand) override;
 
- 	void battleFinished(const CGHeroInstance * hero, const BattleResult & result) const override;
 
- 	std::string getObjectName() const override;
 
- 	void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
 
- 	void afterAddToMap(CMap * map) override;
 
- 	void afterRemoveFromMap(CMap * map) override;
 
- 	inline bool isBattleOutsideTown(const CGHeroInstance * defendingHero) const
 
- 	{
 
- 		return defendingHero && getGarrisonHero() && defendingHero != getGarrisonHero();
 
- 	}
 
- protected:
 
- 	void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;
 
- 	void serializeJsonOptions(JsonSerializeFormat & handler) override;
 
- private:
 
- 	FactionID randomizeFaction(vstd::RNG & rand);
 
- 	void setOwner(const PlayerColor & owner) const;
 
- 	void onTownCaptured(const PlayerColor & winner) const;
 
- 	int getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<const CGObjectInstance* >& dwellings) const;
 
- 	bool townEnvisagesBuilding(BuildingSubID::EBuildingSubID bid) const;
 
- 	void initializeConfigurableBuildings(vstd::RNG & rand);
 
- 	void initializeNeutralTownGarrison(vstd::RNG & rand);
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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