2024-10-25 18:48:10 +02:00
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/*
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* FlaggableMapObject.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "FlaggableMapObject.h"
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#include "../IGameCallback.h"
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#include "CGHeroInstance.h"
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#include "../networkPacks/PacksForClient.h"
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#include "../mapObjectConstructors/FlaggableInstanceConstructor.h"
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VCMI_LIB_NAMESPACE_BEGIN
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const IOwnableObject * FlaggableMapObject::asOwnable() const
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{
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return this;
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}
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ResourceSet FlaggableMapObject::dailyIncome() const
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{
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2024-10-25 21:01:00 +02:00
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return getFlaggableHandler()->getDailyIncome();
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2024-10-25 18:48:10 +02:00
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}
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std::vector<CreatureID> FlaggableMapObject::providedCreatures() const
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{
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return {};
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}
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void FlaggableMapObject::onHeroVisit( const CGHeroInstance * h ) const
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{
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if (cb->getPlayerRelations(h->getOwner(), getOwner()) != PlayerRelations::ENEMIES)
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return; // H3 behavior - revisiting owned Lighthouse is a no-op
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if (getOwner().isValidPlayer())
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takeBonusFrom(getOwner());
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cb->setOwner(this, h->getOwner()); //not ours? flag it!
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InfoWindow iw;
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iw.player = h->getOwner();
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iw.text.appendTextID(getFlaggableHandler()->getVisitMessageTextID());
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cb->showInfoDialog(&iw);
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giveBonusTo(h->getOwner());
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}
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void FlaggableMapObject::initObj(vstd::RNG & rand)
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{
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if(getOwner().isValidPlayer())
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{
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// FIXME: This is dirty hack
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giveBonusTo(getOwner(), true);
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}
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}
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std::shared_ptr<FlaggableInstanceConstructor> FlaggableMapObject::getFlaggableHandler() const
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{
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return std::dynamic_pointer_cast<FlaggableInstanceConstructor>(getObjectHandler());
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}
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void FlaggableMapObject::giveBonusTo(const PlayerColor & player, bool onInit) const
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{
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for (auto const & bonus : getFlaggableHandler()->getProvidedBonuses())
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{
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GiveBonus gb(GiveBonus::ETarget::PLAYER);
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gb.id = player;
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gb.bonus = *bonus;
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// FIXME: better place for this code?
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gb.bonus.duration = BonusDuration::PERMANENT;
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gb.bonus.source = BonusSource::OBJECT_INSTANCE;
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gb.bonus.sid = BonusSourceID(id);
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// FIXME: This is really dirty hack
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// Proper fix would be to make FlaggableMapObject into bonus system node
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// Unfortunately this will cause saves breakage
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if(onInit)
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gb.applyGs(cb->gameState());
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else
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cb->sendAndApply(gb);
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}
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}
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void FlaggableMapObject::takeBonusFrom(const PlayerColor & player) const
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{
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RemoveBonus rb(GiveBonus::ETarget::PLAYER);
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rb.whoID = player;
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rb.source = BonusSource::OBJECT_INSTANCE;
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rb.id = BonusSourceID(id);
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cb->sendAndApply(rb);
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}
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void FlaggableMapObject::serializeJsonOptions(JsonSerializeFormat& handler)
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{
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serializeJsonOwner(handler);
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}
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VCMI_LIB_NAMESPACE_END
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