Merge pull request #652 from ShubusCorporation/shc_special_buildings_support

Mod system improvement Part I : Special buildings should work in  modders towns
This commit is contained in:
Alexander Shishkin
2020-10-12 00:19:18 +03:00
committed by GitHub
29 changed files with 607 additions and 204 deletions
+1 -1
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@@ -698,7 +698,7 @@ void processCommand(const std::string &message)
for(auto contentName : contentNames)
{
auto & content = VLC->modh->content[contentName];
auto & content = (*VLC->modh->content)[contentName];
auto contentOutPath = outPath / contentName;
bfs::create_directories(contentOutPath);
+29 -39
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@@ -112,8 +112,11 @@ void CBuildingRect::hover(bool on)
void CBuildingRect::clickLeft(tribool down, bool previousState)
{
if( previousState && getBuilding() && area && !down && (parent->selectedBuilding==this))
if (!CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
parent->buildingClicked(getBuilding()->bid);
if (!CSDL_Ext::isTransparent(area, GH.current->motion.x - pos.x, GH.current->motion.y - pos.y)) //inside building image
{
auto building = getBuilding();
parent->buildingClicked(building->bid, building->subId);
}
}
void CBuildingRect::clickRight(tribool down, bool previousState)
@@ -650,7 +653,7 @@ const CGHeroInstance * CCastleBuildings::getHero()
return town->garrisonHero;
}
void CCastleBuildings::buildingClicked(BuildingID building)
void CCastleBuildings::buildingClicked(BuildingID building, BuildingSubID::EBuildingSubID subID)
{
logGlobal->trace("You've clicked on %d", (int)building.toEnum());
const CBuilding *b = town->town->buildings.find(building)->second;
@@ -703,82 +706,67 @@ void CCastleBuildings::buildingClicked(BuildingID building)
enterBlacksmith(town->town->warMachine);
break;
case BuildingID::SHIP:
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[51]); //Cannot build another boat
break;
case BuildingID::SPECIAL_1:
switch(town->subID)
case BuildingID::SPECIAL_2:
case BuildingID::SPECIAL_3:
switch(subID)
{
case ETownType::RAMPART://Mystic Pond
case BuildingSubID::NONE:
break;
case BuildingSubID::MYSTIC_POND:
enterFountain(building);
break;
case ETownType::TOWER:
case ETownType::DUNGEON://Artifact Merchant
case ETownType::CONFLUX:
case BuildingSubID::ARTIFACT_MERCHANT:
if(town->visitingHero)
GH.pushIntT<CMarketplaceWindow>(town, town->visitingHero, EMarketMode::RESOURCE_ARTIFACT);
else
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->Name())); //Only visiting heroes may use the %s.
break;
default:
enterBuilding(building);
break;
}
break;
case BuildingID::SHIP:
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[51]); //Cannot build another boat
break;
case BuildingID::SPECIAL_2:
switch(town->subID)
{
case ETownType::RAMPART: //Fountain of Fortune
case BuildingSubID::FOUNTAIN_OF_FORTUNE:
enterFountain(building);
break;
case ETownType::STRONGHOLD: //Freelancer's Guild
case BuildingSubID::FREELANCERS_GUILD:
if(getHero())
GH.pushIntT<CMarketplaceWindow>(town, getHero(), EMarketMode::CREATURE_RESOURCE);
else
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->Name())); //Only visiting heroes may use the %s.
break;
case ETownType::CONFLUX: //Magic University
case BuildingSubID::MAGIC_UNIVERSITY:
if (getHero())
GH.pushIntT<CUniversityWindow>(getHero(), town);
else
enterBuilding(building);
break;
default:
enterBuilding(building);
break;
}
break;
case BuildingID::SPECIAL_3:
switch(town->subID)
{
case ETownType::CASTLE: //Brotherhood of sword
case BuildingSubID::BROTHERHOOD_OF_SWORD:
LOCPLINT->showTavernWindow(town);
break;
case ETownType::INFERNO: //Castle Gate
case BuildingSubID::CASTLE_GATE:
enterCastleGate();
break;
case ETownType::NECROPOLIS: //Skeleton Transformer
case BuildingSubID::CREATURE_TRANSFORMER: //Skeleton Transformer
GH.pushIntT<CTransformerWindow>(getHero(), town);
break;
case ETownType::DUNGEON: //Portal of Summoning
case BuildingSubID::PORTAL_OF_SUMMONING:
if (town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//No creatures
LOCPLINT->showInfoDialog(CGI->generaltexth->tcommands[30]);
else
enterDwelling(GameConstants::CREATURES_PER_TOWN);
break;
case ETownType::STRONGHOLD: //Ballista Yard
case BuildingSubID::BALLISTA_YARD:
enterBlacksmith(ArtifactID::BALLISTA);
break;
@@ -828,7 +816,8 @@ void CCastleBuildings::enterCastleGate()
{
const CGTownInstance *t = Town;
if (t->id != this->town->id && t->visitingHero == nullptr && //another town, empty and this is
t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
t->town->faction->index == town->town->faction->index && //the town of the same faction
t->hasBuilt(BuildingSubID::CASTLE_GATE)) //and the town has a castle gate
{
availableTowns.push_back(t->id.getNum());//add to the list
}
@@ -1173,6 +1162,7 @@ void CCastleInterface::close()
void CCastleInterface::castleTeleport(int where)
{
const CGTownInstance * dest = LOCPLINT->cb->getTown(ObjectInstanceID(where));
adventureInt->select(town->visitingHero);//according to assert(ho == adventureInt->selection) in the eraseCurrentPathOf
LOCPLINT->cb->teleportHero(town->visitingHero, dest);
LOCPLINT->eraseCurrentPathOf(town->visitingHero, false);
}
+1 -1
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@@ -153,7 +153,7 @@ public:
void enterDwelling(int level);
void enterToTheQuickRecruitmentWindow();
void buildingClicked(BuildingID building);
void buildingClicked(BuildingID building, BuildingSubID::EBuildingSubID subID = BuildingSubID::NONE);
void addBuilding(BuildingID building);
void removeBuilding(BuildingID building);//FIXME: not tested!!!
};
+3 -3
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@@ -1781,9 +1781,6 @@ void CObjectListWindow::init(std::shared_ptr<CIntObject> titleWidget_, std::stri
title = std::make_shared<CLabel>(152, 27, FONT_BIG, CENTER, Colors::YELLOW, _title);
descr = std::make_shared<CLabel>(145, 133, FONT_SMALL, CENTER, Colors::WHITE, _descr);
ok = std::make_shared<CButton>(Point(15, 402), "IOKAY.DEF", CButton::tooltip(), std::bind(&CObjectListWindow::elementSelected, this), SDLK_RETURN);
ok->block(true);
exit = std::make_shared<CButton>( Point(228, 402), "ICANCEL.DEF", CButton::tooltip(), std::bind(&CObjectListWindow::exitPressed, this), SDLK_ESCAPE);
if(titleWidget)
@@ -1796,6 +1793,9 @@ void CObjectListWindow::init(std::shared_ptr<CIntObject> titleWidget_, std::stri
list = std::make_shared<CListBox>(std::bind(&CObjectListWindow::genItem, this, _1),
Point(14, 151), Point(0, 25), 9, items.size(), 0, 1, Rect(262, -32, 256, 256) );
list->type |= REDRAW_PARENT;
ok = std::make_shared<CButton>(Point(15, 402), "IOKAY.DEF", CButton::tooltip(), std::bind(&CObjectListWindow::elementSelected, this), SDLK_RETURN);
ok->block(!list->size());
}
std::shared_ptr<CIntObject> CObjectListWindow::genItem(size_t index)
+3 -3
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@@ -170,12 +170,12 @@
"resourceSilo": { "id" : 15, "requires" : [ "marketplace" ], "produce": { "ore": 1, "wood": 1 } },
"blacksmith": { "id" : 16 },
"special1": { "id" : 17, "requires" : [ "shipyard" ] },
"special1": { "requires" : [ "shipyard" ] },
"horde1": { "id" : 18, "upgrades" : "dwellingLvl3" },
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl3", "requires" : [ "horde1" ], "mode" : "auto" },
"ship": { "id" : 20, "upgrades" : "shipyard" },
"special2": { "id" : 21, "requires" : [ "dwellingLvl4" ] },
"special3": { "id" : 22, "upgrades" : "tavern" },
"special2": { "type" : "stables", "requires" : [ "dwellingLvl4" ] },
"special3": { "type" : "brotherhoodOfSword", "upgrades" : "tavern" },
"grail": { "id" : 26, "mode" : "grail", "produce": { "gold": 5000 }},
"dwellingLvl1": { "id" : 30, "requires" : [ "fort" ] },
+2 -2
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@@ -175,11 +175,11 @@
"resourceSilo": { "id" : 15, "requires" : [ "marketplace" ], "produce": { "mercury": 1 } },
"blacksmith": { "id" : 16 },
"special1": { "id" : 17, "requires" : [ "marketplace" ] },
"special1": { "type" : "artifactMerchant", "requires" : [ "marketplace" ] },
"horde1": { "id" : 18, "upgrades" : "dwellingLvl1" },
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl1", "requires" : [ "horde1" ], "mode" : "auto" },
"ship": { "id" : 20, "upgrades" : "shipyard" },
"special2": { "id" : 21, "requires" : [ "mageGuild1" ] },
"special2": { "type" : "magicUniversity", "requires" : [ "mageGuild1" ] },
"grail": { "id" : 26, "mode" : "grail", "produce": { "gold": 5000 }},
"extraTownHall": { "id" : 27, "requires" : [ "townHall" ], "mode" : "auto" },
"extraCityHall": { "id" : 28, "requires" : [ "cityHall" ], "mode" : "auto" },
+4 -4
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@@ -169,12 +169,12 @@
"resourceSilo": { "id" : 15, "requires" : [ "marketplace" ] },
"blacksmith": { "id" : 16 },
"special1": { "id" : 17, "requires" : [ "marketplace" ] },
"special1": { "type" : "artifactMerchant", "requires" : [ "marketplace" ] },
"horde1": { "id" : 18, "upgrades" : "dwellingLvl1" },
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl1", "requires" : [ "horde1" ], "mode" : "auto" },
"special2": { "id" : 21, "requires" : [ "mageGuild1" ] },
"special3": { "id" : 22 },
"special4": { "id" : 23 },
"special2": { "type" : "manaVortex", "requires" : [ "mageGuild1" ] },
"special3": { "type" : "portalOfSummoning" },
"special4": { },
"grail": { "id" : 26, "mode" : "grail", "produce": { "gold": 5000 }},
"dwellingLvl1": { "id" : 30, "requires" : [ "fort" ] },
+3 -3
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@@ -169,12 +169,12 @@
"resourceSilo": { "id" : 15, "requires" : [ "marketplace" ], "produce": { "wood": 1, "ore": 1 } },
"blacksmith": { "id" : 16 },
"special1": { "id" : 17, "requires" : [ "allOf", [ "townHall" ], [ "special2" ] ] },
"special1": { "requires" : [ "allOf", [ "townHall" ], [ "special2" ] ] },
"horde1": { "id" : 18, "upgrades" : "dwellingLvl1" },
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl1", "requires" : [ "horde1" ], "mode" : "auto" },
"ship": { "id" : 20, "upgrades" : "shipyard" },
"special2": { "id" : 21, "requires" : [ "fort" ] },
"special3": { "id" : 22, "requires" : [ "special2" ] },
"special2": { "type" : "defenseGarrisonBonus", "requires" : [ "fort" ] },
"special3": { "type" : "attackGarrisonBonus", "requires" : [ "special2" ] },
"grail": { "id" : 26, "mode" : "grail", "produce": { "gold": 5000 }},
"extraCapitol": { "id" : 29, "requires" : [ "capitol" ], "mode" : "auto" },
+3 -3
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@@ -172,9 +172,9 @@
"horde1": { "id" : 18, "upgrades" : "dwellingLvl1" },
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl1", "requires" : [ "horde1" ], "mode" : "auto" },
"special2": { "id" : 21, "requires" : [ "fort" ] },
"special3": { "id" : 22, "requires" : [ "citadel" ] },
"special4": { "id" : 23, "requires" : [ "mageGuild1" ] },
"special2": { "type" : "spellPowerGarrisonBonus", "requires" : [ "fort" ] },
"special3": { "type" : "castleGate", "requires" : [ "citadel" ] },
"special4": { "requires" : [ "mageGuild1" ] },
"horde2": { "id" : 24, "upgrades" : "dwellingLvl3" },
"horde2Upgr": { "id" : 25, "upgrades" : "dwellingUpLvl3", "requires" : [ "horde2" ], "mode" : "auto" },
"grail": { "id" : 26, "mode" : "grail", "produce": { "gold": 5000 }},
+3 -3
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@@ -175,12 +175,12 @@
"resourceSilo": { "id" : 15, "requires" : [ "marketplace" ], "produce": { "ore": 1, "wood": 1 } },
"blacksmith": { "id" : 16 },
"special1": { "id" : 17, "requires" : [ "fort" ] },
"special1": { "requires" : [ "fort" ] },
"horde1": { "id" : 18, "upgrades" : "dwellingLvl1", "requires" : [ "special3" ] },
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl1", "requires" : [ "horde1" ], "mode" : "auto" },
"ship": { "id" : 20, "upgrades" : "shipyard" },
"special2": { "id" : 21, "requires" : [ "mageGuild1" ] },
"special3": { "id" : 22, "requires" : [ "dwellingLvl1" ] },
"special2": { "requires" : [ "mageGuild1" ] },
"special3": { "type" : "creatureTransformer", "requires" : [ "dwellingLvl1" ] },
"grail": { "id" : 26, "mode" : "grail", "produce": { "gold": 5000 }},
"extraTownHall": { "id" : 27, "requires" : [ "townHall" ], "mode" : "auto" },
"extraCityHall": { "id" : 28, "requires" : [ "cityHall" ], "mode" : "auto" },
+3 -3
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@@ -174,11 +174,11 @@
"resourceSilo": { "id" : 15, "requires" : [ "marketplace" ], "produce": { "crystal": 1 } },
"blacksmith": { "id" : 16 },
"special1": { "id" : 17 },
"special1": { "type" : "mysticPond" },
"horde1": { "id" : 18, "upgrades" : "dwellingLvl2" },
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl2", "requires" : [ "horde1" ], "mode" : "auto" },
"special2": { "id" : 21, "requires" : [ "special1" ] },
"special3": { "id" : 22, "requires" : [ "horde1" ] },
"special2": { "type" : "fountainOfFortune", "requires" : [ "special1" ] },
"special3": { "requires" : [ "horde1" ] },
"horde2": { "id" : 24, "upgrades" : "dwellingLvl5" },
"horde2Upgr": { "id" : 25, "upgrades" : "dwellingUpLvl5", "requires" : [ "horde2" ], "mode" : "auto" },
"grail": { "id" : 26, "mode" : "grail", "produce": { "gold": 5000 }},
+4 -4
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@@ -166,12 +166,12 @@
"resourceSilo": { "id" : 15, "requires" : [ "marketplace" ], "produce": { "ore": 1, "wood": 1 } },
"blacksmith": { "id" : 16 },
"special1": { "id" : 17, "requires" : [ "fort" ] },
"special1": { "type" : "escapeTunnel", "requires" : [ "fort" ] },
"horde1": { "id" : 18, "upgrades" : "dwellingLvl1" },
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl1", "requires" : [ "horde1" ], "mode" : "auto" },
"special2": { "id" : 21, "requires" : [ "marketplace" ] },
"special3": { "id" : 22, "requires" : [ "blacksmith" ] },
"special4": { "id" : 23, "requires" : [ "fort" ] },
"special2": { "type" : "freelancersGuild", "requires" : [ "marketplace" ] },
"special3": { "type" : "ballistaYard", "requires" : [ "blacksmith" ] },
"special4": { "requires" : [ "fort" ] },
"grail": { "id" : 26, "mode" : "grail", "produce": { "gold": 5000 }},
"dwellingLvl1": { "id" : 30, "requires" : [ "fort" ] },
+5 -5
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@@ -169,13 +169,13 @@
"resourceSilo": { "id" : 15, "requires" : [ "marketplace" ], "produce" : { "gems": 1 } },
"blacksmith": { "id" : 16 },
"special1": { "id" : 17, "requires" : [ "marketplace" ] },
"special1": { "type" : "artifactMerchant", "requires" : [ "marketplace" ] },
"horde1": { "id" : 18, "upgrades" : "dwellingLvl2" },
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl2", "requires" : [ "horde1" ], "mode" : "auto" },
"special2": { "id" : 21, "requires" : [ "fort" ] },
"special3": { "id" : 22, "requires" : [ "mageGuild1" ] },
"special4": { "id" : 23, "requires" : [ "mageGuild1" ] },
"grail": { "id" : 26, "mode" : "grail", "produce" : { "gold": 5000 } },
"special2": { "type" : "lookoutTower", "height" : "high", "requires" : [ "fort" ] },
"special3": { "type" : "library", "requires" : [ "mageGuild1" ] },
"special4": { "requires" : [ "mageGuild1" ] },
"grail": { "height" : "skyship", "produce" : { "gold": 5000 } },
"dwellingLvl1": { "id" : 30, "requires" : [ "fort" ] },
"dwellingLvl2": { "id" : 31, "requires" : [ "dwellingLvl1" ] },
+9 -1
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@@ -4,7 +4,6 @@
"$schema": "http://json-schema.org/draft-04/schema",
"title" : "VCMI town building format",
"description" : "Format used to define town buildings in VCMI",
"required": [ "id" ],
"definitions" :
{
@@ -29,6 +28,15 @@
"type":"number",
"description" : "Numeric identifier of this building"
},
"type": {
"type":"string",
"description" : "Subtype for some special buildings"
},
"height": {
"type":"string",
"enum" : [ "skyship", "high", "average", "low"],
"description" : "Height for lookout towers and some grails"
},
"mode": {
"type":"string",
"enum" : [ "normal", "auto", "special", "grail" ],
+8 -8
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@@ -610,7 +610,7 @@ void CModInfo::loadLocalData(const JsonNode & data)
validation = validated ? PASSED : FAILED;
}
CModHandler::CModHandler()
CModHandler::CModHandler() : content(std::make_shared<CContentHandler>())
{
modules.COMMANDERS = false;
modules.STACK_ARTIFACT = false;
@@ -955,7 +955,7 @@ void CModHandler::load()
logMod->info("\tInitializing content handler: %d ms", timer.getDiff());
content.init();
content->init();
for(const TModID & modName : activeMods)
{
@@ -965,16 +965,16 @@ void CModHandler::load()
// first - load virtual "core" mod that contains all data
// TODO? move all data into real mods? RoE, AB, SoD, WoG
content.preloadData(coreMod);
content->preloadData(coreMod);
for(const TModID & modName : activeMods)
content.preloadData(allMods[modName]);
content->preloadData(allMods[modName]);
logMod->info("\tParsing mod data: %d ms", timer.getDiff());
content.load(coreMod);
content->load(coreMod);
for(const TModID & modName : activeMods)
content.load(allMods[modName]);
content->load(allMods[modName]);
content.loadCustom();
content->loadCustom();
logMod->info("\tLoading mod data: %d ms", timer.getDiff());
@@ -984,7 +984,7 @@ void CModHandler::load()
identifiers.finalize();
logMod->info("\tResolving identifiers: %d ms", timer.getDiff());
content.afterLoadFinalization();
content->afterLoadFinalization();
logMod->info("\tHandlers post-load finalization: %d ms ", timer.getDiff());
logMod->info("\tAll game content loaded in %d ms", totalTime.getDiff());
}
+1 -1
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@@ -253,7 +253,7 @@ public:
CIdentifierStorage identifiers;
CContentHandler content; //(!)Do not serialize
std::shared_ptr<CContentHandler> content; //(!)Do not serialize
/// receives list of available mods and trying to load mod.json from all of them
void initializeConfig();
+96 -17
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@@ -25,11 +25,21 @@
const int NAMES_PER_TOWN=16; // number of town names per faction in H3 files. Json can define any number
CBuilding::CBuilding():
town(nullptr),mode(BUILD_NORMAL)
const std::map<std::string, CBuilding::EBuildMode> CBuilding::MODES =
{
{ "normal", CBuilding::BUILD_NORMAL },
{ "auto", CBuilding::BUILD_AUTO },
{ "special", CBuilding::BUILD_SPECIAL },
{ "grail", CBuilding::BUILD_GRAIL }
};
}
const std::map<std::string, CBuilding::ETowerHeight> CBuilding::TOWER_TYPES =
{
{ "low", CBuilding::HEIGHT_LOW },
{ "average", CBuilding::HEIGHT_AVERAGE },
{ "high", CBuilding::HEIGHT_HIGH },
{ "skyship", CBuilding::HEIGHT_SKYSHIP }
};
const std::string & CBuilding::Name() const
{
@@ -83,6 +93,52 @@ void CBuilding::deserializeFix()
}
}
void CBuilding::update792(const BuildingID & bid, BuildingSubID::EBuildingSubID & subId, ETowerHeight & height)
{
subId = BuildingSubID::NONE;
height = ETowerHeight::HEIGHT_NO_TOWER;
if(!bid.IsSpecialOrGrail() || town == nullptr || town->faction == nullptr || town->faction->identifier.empty())
return;
const auto buildingName = CTownHandler::getMappedValue<std::string, BuildingID>(bid, std::string(), MappedKeys::BUILDING_TYPES_TO_NAMES);
if(buildingName.empty())
return;
const auto & faction = town->faction->identifier;
auto factionsContent = (*VLC->modh->content)["factions"];
auto & coreData = factionsContent.modData.at("core");
auto & coreFactions = coreData.modData;
auto & currentFaction = coreFactions[faction];
if (currentFaction.isNull())
{
const auto index = faction.find(':');
const std::string factionDir = index == std::string::npos ? faction : faction.substr(0, index);
const auto it = factionsContent.modData.find(factionDir);
if (it == factionsContent.modData.end())
{
logMod->warn("Warning: Update old save failed: Faction: '%s' is not found.", factionDir);
return;
}
const std::string modFaction = index == std::string::npos ? faction : faction.substr(index + 1);
currentFaction = it->second.modData[modFaction];
}
if (!currentFaction.isNull() && currentFaction.getType() == JsonNode::JsonType::DATA_STRUCT)
{
const auto & buildings = currentFaction["town"]["buildings"];
const auto & currentBuilding = buildings[buildingName];
subId = CTownHandler::getMappedValue<BuildingSubID::EBuildingSubID>(currentBuilding["type"], BuildingSubID::NONE, MappedKeys::SPECIAL_BUILDINGS);
height = CBuilding::HEIGHT_NO_TOWER;
if (subId == BuildingSubID::LOOKOUT_TOWER || bid == BuildingID::GRAIL)
height = CTownHandler::getMappedValue<CBuilding::ETowerHeight>(currentBuilding["height"], CBuilding::HEIGHT_NO_TOWER, CBuilding::TOWER_TYPES);
}
}
CFaction::CFaction()
{
@@ -343,28 +399,51 @@ void CTownHandler::loadBuildingRequirements(CBuilding * building, const JsonNode
requirementsToLoad.push_back(hlp);
}
template<typename R, typename K>
R CTownHandler::getMappedValue(const K key, const R defval, const std::map<K, R> & map, bool required)
{
auto it = map.find(key);
if(it != map.end())
return it->second;
if(required)
logMod->warn("Warning: Property: '%s' is unknown. Correct the typo or update VCMI.", key);
return defval;
}
template<typename R>
R CTownHandler::getMappedValue(const JsonNode & node, const R defval, const std::map<std::string, R> & map, bool required)
{
if(!node.isNull() && node.getType() == JsonNode::JsonType::DATA_STRING)
return getMappedValue<R, std::string>(node.String(), defval, map, required);
return defval;
}
void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, const JsonNode & source)
{
auto ret = new CBuilding();
ret->bid = getMappedValue<BuildingID, std::string>(stringID, BuildingID::NONE, MappedKeys::BUILDING_NAMES_TO_TYPES, false);
static const std::vector<std::string> MODES =
{
"normal", "auto", "special", "grail"
};
if(ret->bid == BuildingID::NONE)
ret->bid = source["id"].isNull() ? BuildingID(BuildingID::NONE) : BuildingID(source["id"].Float());
ret->mode = CBuilding::BUILD_NORMAL;
{
if(source["mode"].getType() == JsonNode::JsonType::DATA_STRING)
{
auto rawMode = vstd::find_pos(MODES, source["mode"].String());
if(rawMode > 0)
ret->mode = static_cast<CBuilding::EBuildMode>(rawMode);
}
}
if (ret->bid == BuildingID::NONE)
logMod->error("Error: Building '%s' has not internal ID and won't work properly. Correct the typo or update VCMI.", stringID);
ret->mode = ret->bid == BuildingID::GRAIL
? CBuilding::BUILD_GRAIL
: getMappedValue<CBuilding::EBuildMode>(source["mode"], CBuilding::BUILD_NORMAL, CBuilding::MODES);
ret->subId = getMappedValue<BuildingSubID::EBuildingSubID>(source["type"], BuildingSubID::NONE, MappedKeys::SPECIAL_BUILDINGS);
ret->height = CBuilding::HEIGHT_NO_TOWER;
if(ret->subId == BuildingSubID::LOOKOUT_TOWER
|| ret->bid == BuildingID::GRAIL)
ret->height = getMappedValue<CBuilding::ETowerHeight>(source["height"], CBuilding::HEIGHT_NO_TOWER, CBuilding::TOWER_TYPES);
ret->identifier = stringID;
ret->town = town;
ret->bid = BuildingID((si32)source["id"].Float());
ret->name = source["name"].String();
ret->description = source["description"].String();
ret->resources = TResources(source["cost"]);
+32 -1
View File
@@ -46,6 +46,7 @@ public:
BuildingID bid; //structure ID
BuildingID upgrade; /// indicates that building "upgrade" can be improved by this, -1 = empty
BuildingSubID::EBuildingSubID subId; /// subtype for special buildings, -1 = the building is not special
enum EBuildMode
{
@@ -55,7 +56,19 @@ public:
BUILD_GRAIL // 3 - grail - building reqires grail to be built
} mode;
CBuilding();
enum ETowerHeight // for lookup towers and some grails
{
HEIGHT_NO_TOWER = 5, // building has not 'lookout tower' ability
HEIGHT_LOW = 10, // low lookout tower, but castle without lookout tower gives radius 5
HEIGHT_AVERAGE = 15,
HEIGHT_HIGH = 20, // such tower is in the Tower town
HEIGHT_SKYSHIP = std::numeric_limits<int>::max() // grail, open entire map
} height;
static const std::map<std::string, CBuilding::EBuildMode> MODES;
static const std::map<std::string, CBuilding::ETowerHeight> TOWER_TYPES;
CBuilding() : town(nullptr), mode(BUILD_NORMAL) {};
const std::string &Name() const;
const std::string &Description() const;
@@ -65,6 +78,8 @@ public:
// returns how many times build has to be upgraded to become build
si32 getDistance(BuildingID build) const;
/// input: faction, bid; output: subId, height;
void update792(const BuildingID & bid, BuildingSubID::EBuildingSubID & subId, ETowerHeight & height);
template <typename Handler> void serialize(Handler &h, const int version)
{
@@ -78,6 +93,16 @@ public:
h & requirements;
h & upgrade;
h & mode;
if(version >= 792)
{
h & subId;
h & height;
}
else if(!h.saving)
{
update792(bid, subId, height);
}
if(!h.saving)
deserializeFix();
}
@@ -330,7 +355,13 @@ class DLL_LINKAGE CTownHandler : public IHandlerBase
CFaction * loadFromJson(const JsonNode & data, const std::string & identifier);
void loadRandomFaction();
public:
template<typename R, typename K>
static R getMappedValue(const K key, const R defval, const std::map<K, R> & map, bool required = true);
template<typename R>
static R getMappedValue(const JsonNode & node, const R defval, const std::map<std::string, R> & map, bool required = true);
std::vector<ConstTransitivePtr<CFaction> > factions;
CTown * randomTown;
+78
View File
@@ -409,6 +409,12 @@ public:
BuildingID(EBuildingID _num = NONE) : num(_num)
{}
STRONG_INLINE
bool IsSpecialOrGrail() const
{
return num == SPECIAL_1 || num == SPECIAL_2 || num == SPECIAL_3 || num == SPECIAL_4 || num == GRAIL;
}
ID_LIKE_CLASS_COMMON(BuildingID, EBuildingID)
EBuildingID num;
@@ -416,6 +422,78 @@ public:
ID_LIKE_OPERATORS(BuildingID, BuildingID::EBuildingID)
namespace BuildingSubID
{
enum EBuildingSubID
{
DEFAULT = -50,
NONE = -1,
STABLES,
BROTHERHOOD_OF_SWORD,
CASTLE_GATE,
CREATURE_TRANSFORMER,
MYSTIC_POND,
FOUNTAIN_OF_FORTUNE,
ARTIFACT_MERCHANT,
LOOKOUT_TOWER,
LIBRARY,
MANA_VORTEX,
PORTAL_OF_SUMMONING,
ESCAPE_TUNNEL,
FREELANCERS_GUILD,
BALLISTA_YARD,
HALL_OF_VALHALLA,
MAGIC_UNIVERSITY,
SPELL_POWER_GARRISON_BONUS,
ATTACK_GARRISON_BONUS,
DEFENSE_GARRISON_BONUS
};
}
namespace MappedKeys
{
static const std::map<std::string, BuildingID> BUILDING_NAMES_TO_TYPES =
{
{ "special1", BuildingID::SPECIAL_1 },
{ "special2", BuildingID::SPECIAL_2 },
{ "special3", BuildingID::SPECIAL_3 },
{ "special4", BuildingID::SPECIAL_4 },
{ "grail", BuildingID::GRAIL }
};
static const std::map<BuildingID, std::string> BUILDING_TYPES_TO_NAMES =
{
{ BuildingID::SPECIAL_1, "special1", },
{ BuildingID::SPECIAL_2, "special2" },
{ BuildingID::SPECIAL_3, "special3" },
{ BuildingID::SPECIAL_4, "special4" },
{ BuildingID::GRAIL, "grail"}
};
static const std::map<std::string, BuildingSubID::EBuildingSubID> SPECIAL_BUILDINGS =
{
{ "mysticPond", BuildingSubID::MYSTIC_POND },
{ "artifactMerchant", BuildingSubID::ARTIFACT_MERCHANT },
{ "freelancersGuild", BuildingSubID::FREELANCERS_GUILD },
{ "magicUniversity", BuildingSubID::MAGIC_UNIVERSITY },
{ "castleGate", BuildingSubID::CASTLE_GATE },
{ "creatureTransformer", BuildingSubID::CREATURE_TRANSFORMER },//only skeleton transformer yet
{ "portalOfSummoning", BuildingSubID::PORTAL_OF_SUMMONING },
{ "ballistaYard", BuildingSubID::BALLISTA_YARD },
{ "stables", BuildingSubID::STABLES },
{ "manaVortex", BuildingSubID::MANA_VORTEX },
{ "lookoutTower", BuildingSubID::LOOKOUT_TOWER },
{ "library", BuildingSubID::LIBRARY },
{ "brotherhoodOfSword", BuildingSubID::BROTHERHOOD_OF_SWORD },//morale garrison bonus
{ "fountainOfFortune", BuildingSubID::FOUNTAIN_OF_FORTUNE },//luck garrison bonus
{ "spellPowerGarrisonBonus", BuildingSubID::SPELL_POWER_GARRISON_BONUS },//such as 'stormclouds', but this name is not ok for good towns
{ "attackGarrisonBonus", BuildingSubID::ATTACK_GARRISON_BONUS },
{ "defenseGarrisonBonus", BuildingSubID::DEFENSE_GARRISON_BONUS },
{ "escapeTunnel", BuildingSubID::ESCAPE_TUNNEL }
};
}
namespace EAiTactic
{
enum EAiTactic
+1 -1
View File
@@ -62,7 +62,7 @@ void CPrivilegedInfoCallback::getTilesInRange(std::unordered_set<int3, ShashInt3
logGlobal->error("Illegal call to getTilesInRange!");
return;
}
if (radious == -1) //reveal entire map
if(radious == CBuilding::HEIGHT_SKYSHIP) //reveal entire map
getAllTiles (tiles, player, -1, 0);
else
{
+10
View File
@@ -186,3 +186,13 @@ LibClasses::~LibClasses()
{
clear();
}
std::shared_ptr<CContentHandler> LibClasses::getContent() const
{
return modh->content;
}
void LibClasses::setContent(std::shared_ptr<CContentHandler> content)
{
modh->content = content;
}
+14 -1
View File
@@ -21,6 +21,7 @@ class CObjectClassesHandler;
class CTownHandler;
class CGeneralTextHandler;
class CModHandler;
class CContentHandler;
class IBonusTypeHandler;
class CBonusTypeHandler;
class CTerrainViewPatternConfig;
@@ -33,6 +34,9 @@ class DLL_LINKAGE LibClasses
void callWhenDeserializing(); //should be called only by serialize !!!
void makeNull(); //sets all handler pointers to null
std::shared_ptr<CContentHandler> getContent() const;
void setContent(std::shared_ptr<CContentHandler> content);
public:
bool IS_AI_ENABLED; //unused?
@@ -73,7 +77,16 @@ public:
{
h & skillh;
}
h & modh;
if(!h.saving)
{
//modh will be changed and modh->content will be empty after deserialization
auto content = getContent();
h & modh;
setContent(content);
}
else
h & modh;
h & IS_AI_ENABLED;
h & bth;
if(!h.saving)
+1 -1
View File
@@ -279,7 +279,7 @@ bool CBattleInfoEssentials::battleCanFlee(PlayerColor player) const
if(side.get() == BattleSide::DEFENDER && battleGetSiegeLevel())
{
auto town = battleGetDefendedTown();
if(!town->hasBuilt(BuildingID::ESCAPE_TUNNEL, ETownType::STRONGHOLD))
if(!town->hasBuilt(BuildingSubID::ESCAPE_TUNNEL))
return false;
}
+217 -74
View File
@@ -435,16 +435,22 @@ void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
}
}
TPropagatorPtr CGTownInstance::emptyPropagator = TPropagatorPtr();
int CGTownInstance::getSightRadius() const //returns sight distance
{
if (subID == ETownType::TOWER)
auto ret = CBuilding::HEIGHT_NO_TOWER;
for(const auto & bid : builtBuildings)
{
if (hasBuilt(BuildingID::GRAIL)) //skyship
return -1; //entire map
if (hasBuilt(BuildingID::LOOKOUT_TOWER)) //lookout tower
return 20;
if(bid.IsSpecialOrGrail())
{
auto height = town->buildings.at(bid)->height;
if(ret < height)
ret = height;
}
}
return 5;
return ret;
}
void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
@@ -635,7 +641,7 @@ int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const
return 0;
int ret = 6 - level; //how many spells are available at this level
if (hasBuilt(BuildingID::LIBRARY, ETownType::TOWER))
if (hasBuilt(BuildingSubID::LIBRARY))
ret++;
return ret;
@@ -733,15 +739,26 @@ std::string CGTownInstance::getObjectName() const
return name + ", " + town->faction->name;
}
bool CGTownInstance::townEnvisagesSpecialBuilding(BuildingSubID::EBuildingSubID bid) const
{
for(const auto & it : town->buildings)
{
if(it.second->subId == bid)
return true;
}
return false;
}
void CGTownInstance::initObj(CRandomGenerator & rand)
///initialize town structures
{
blockVisit = true;
if (subID == ETownType::DUNGEON)
creatures.resize(GameConstants::CREATURES_PER_TOWN+1);//extra dwelling for Dungeon
if(townEnvisagesSpecialBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example
creatures.resize(GameConstants::CREATURES_PER_TOWN+1);
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);
@@ -753,16 +770,19 @@ void CGTownInstance::initObj(CRandomGenerator & rand)
creatures[level].second.push_back(town->creatures[level][upgradeNum]);
}
}
if(townEnvisagesSpecialBuilding(BuildingSubID::STABLES))
bonusingBuildings.push_back(new COPWBonus(BuildingID::STABLES, BuildingSubID::STABLES, this));
if(townEnvisagesSpecialBuilding(BuildingSubID::MANA_VORTEX))
bonusingBuildings.push_back(new COPWBonus(BuildingID::MANA_VORTEX, BuildingSubID::MANA_VORTEX, this));
switch (subID)
{ //add new visitable objects
case ETownType::CASTLE:
bonusingBuildings.push_back (new COPWBonus(BuildingID::STABLES, this));
break;
{
//add new visitable objects
case ETownType::DUNGEON:
bonusingBuildings.push_back (new COPWBonus(BuildingID::MANA_VORTEX, this));
FALLTHROUGH
case ETownType::TOWER: case ETownType::INFERNO: case ETownType::STRONGHOLD:
case ETownType::TOWER:
case ETownType::INFERNO:
case ETownType::STRONGHOLD:
bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_4, this));
break;
case ETownType::FORTRESS:
@@ -775,13 +795,90 @@ void CGTownInstance::initObj(CRandomGenerator & rand)
updateAppearance();
}
void CGTownInstance::updateBonusingBuildings()
{
if (this->town->faction != nullptr)
{
//firstly, update subtype for the Bonusing objects, which are already stored in the bonusing list
for (auto building : bonusingBuildings)
{
switch (this->town->faction->index)
{
case ETownType::CASTLE:
if (building->getBuildingType() == BuildingID::SPECIAL_2)
building->setBuildingSubtype(BuildingSubID::STABLES);
break;
case ETownType::DUNGEON:
if(building->getBuildingType() == BuildingID::SPECIAL_2)
building->setBuildingSubtype(BuildingSubID::MANA_VORTEX);
break;
}
}
}
//secondly, supplement bonusing buildings list and active bonuses; subtypes for these objects are already set in update792
for (auto & kvp : town->buildings)
{
auto & building = kvp.second;
switch (building->subId)
{
case BuildingSubID::PORTAL_OF_SUMMONING:
creatures.resize(GameConstants::CREATURES_PER_TOWN + 1);
break;
///'hasBuilt' checking for COPW bonuses is in the COPWBonus::onHeroVisit
case BuildingSubID::STABLES:
if(getBonusingBuilding(building->subId) == nullptr)
bonusingBuildings.push_back(new COPWBonus(BuildingID::STABLES, BuildingSubID::STABLES, this));
break;
case BuildingSubID::MANA_VORTEX:
if(getBonusingBuilding(building->subId) == nullptr)
bonusingBuildings.push_back(new COPWBonus(BuildingID::MANA_VORTEX, BuildingSubID::MANA_VORTEX, this));
break;
///add new bonus if bonusing building was built in the user added towns:
case BuildingSubID::BROTHERHOOD_OF_SWORD:
if(!hasBuiltInOldWay(ETownType::CASTLE, BuildingID::BROTHERHOOD))
addBonusIfBuilt(BuildingID::BROTHERHOOD, BuildingSubID::BROTHERHOOD_OF_SWORD, Bonus::MORALE, +2);
break;
case BuildingSubID::FOUNTAIN_OF_FORTUNE:
if(!hasBuiltInOldWay(ETownType::RAMPART, BuildingID::FOUNTAIN_OF_FORTUNE))
addBonusIfBuilt(BuildingID::FOUNTAIN_OF_FORTUNE, BuildingSubID::FOUNTAIN_OF_FORTUNE, Bonus::LUCK, +2);
break;
case BuildingSubID::SPELL_POWER_GARRISON_BONUS:
if(!hasBuiltInOldWay(ETownType::INFERNO, BuildingID::STORMCLOUDS))
addBonusIfBuilt(BuildingID::STORMCLOUDS, BuildingSubID::SPELL_POWER_GARRISON_BONUS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER);
break;
case BuildingSubID::ATTACK_GARRISON_BONUS:
if(!hasBuiltInOldWay(ETownType::FORTRESS, BuildingID::BLOOD_OBELISK))
addBonusIfBuilt(BuildingID::BLOOD_OBELISK, BuildingSubID::ATTACK_GARRISON_BONUS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::ATTACK);
break;
case BuildingSubID::DEFENSE_GARRISON_BONUS:
if(!hasBuiltInOldWay(ETownType::FORTRESS, BuildingID::GLYPHS_OF_FEAR))
addBonusIfBuilt(BuildingID::GLYPHS_OF_FEAR, BuildingSubID::DEFENSE_GARRISON_BONUS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE);
break;
}
}
}
bool CGTownInstance::hasBuiltInOldWay(ETownType::ETownType type, BuildingID bid) const
{
return (this->town->faction != nullptr && this->town->faction->index == type && hasBuilt(bid));
}
void CGTownInstance::newTurn(CRandomGenerator & rand) const
{
if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week
{
//give resources for Rampart, Mystic Pond
if (hasBuilt(BuildingID::MYSTIC_POND, ETownType::RAMPART)
&& cb->getDate(Date::DAY) != 1 && (tempOwner < PlayerColor::PLAYER_LIMIT))
//give resources if there's a Mystic Pond
if (hasBuilt(BuildingSubID::MYSTIC_POND)
&& 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;
@@ -791,12 +888,10 @@ void CGTownInstance::newTurn(CRandomGenerator & rand) const
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
}
auto manaVortex = getBonusingBuilding(BuildingSubID::MANA_VORTEX);
if (manaVortex != nullptr)
cb->setObjProperty(id, ObjProperty::STRUCTURE_CLEAR_VISITORS, manaVortex->indexOnTV); //reset visitors for Mana Vortex
//get Mana Vortex or Stables bonuses
//same code is in the CGameHandler::buildStructure method
@@ -882,7 +977,7 @@ void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const
void CGTownInstance::mergeGarrisonOnSiege() const
{
auto getWeakestStackSlot = [&](int powerLimit)
auto getWeakestStackSlot = [&](ui64 powerLimit)
{
std::vector<SlotID> weakSlots;
auto stacksList = visitingHero->stacks;
@@ -909,7 +1004,8 @@ void CGTownInstance::mergeGarrisonOnSiege() const
return SlotID();
};
int count = static_cast<int>(stacks.size());
auto count = static_cast<int>(stacks.size());
for(int i = 0; i < count; i++)
{
auto pair = *vstd::maxElementByFun(stacks, [&](std::pair<SlotID, CStackInstance *> elem)
@@ -1099,9 +1195,14 @@ void CGTownInstance::recreateBuildingsBonuses()
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))
if(!addBonusIfBuilt(BuildingID::BROTHERHOOD, BuildingSubID::BROTHERHOOD_OF_SWORD, Bonus::MORALE, +2))
addBonusIfBuilt(BuildingID::TAVERN, Bonus::MORALE, +1);
addBonusIfBuilt(BuildingID::FOUNTAIN_OF_FORTUNE, BuildingSubID::FOUNTAIN_OF_FORTUNE, Bonus::LUCK, +2); //fountain of fortune
addBonusIfBuilt(BuildingID::STORMCLOUDS, BuildingSubID::SPELL_POWER_GARRISON_BONUS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER);//works as Brimstone Clouds
addBonusIfBuilt(BuildingID::BLOOD_OBELISK, BuildingSubID::ATTACK_GARRISON_BONUS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::ATTACK);//works as Blood Obelisk
addBonusIfBuilt(BuildingID::GLYPHS_OF_FEAR, BuildingSubID::DEFENSE_GARRISON_BONUS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE);//works as Glyphs of Fear
if(subID == ETownType::CASTLE) //castle
{
addBonusIfBuilt(BuildingID::LIGHTHOUSE, Bonus::SEA_MOVEMENT, +500, playerProp);
@@ -1109,17 +1210,12 @@ void CGTownInstance::recreateBuildingsBonuses()
}
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);
@@ -1136,38 +1232,52 @@ void CGTownInstance::recreateBuildingsBonuses()
}
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 bid, BuildingSubID::EBuildingSubID subId, Bonus::BonusType type, int val, int subtype)
{
bool hasBuilt = false;
std::ostringstream descr;
for (const auto & bid : builtBuildings)
{
if (town->buildings.at(bid)->subId == subId)
{
descr << town->buildings.at(bid)->Name();
hasBuilt = true;
break;
}
}
if(hasBuilt)
hasBuilt = addBonusImpl(bid, type, val, emptyPropagator, descr.str(), subtype);
return hasBuilt;
}
bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype)
{
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)
{
if(hasBuilt(building))
{
std::ostringstream descr;
descr << town->buildings.at(building)->Name();
if(!hasBuilt(building))
return false;
std::ostringstream descr;
descr << town->buildings.at(building)->Name();
return addBonusImpl(building, type, val, prop, descr.str(), subtype);
}
auto b = std::make_shared<Bonus>(Bonus::PERMANENT, type, Bonus::TOWN_STRUCTURE, val, building, descr.str(), subtype);
if(prop)
b->addPropagator(prop);
addNewBonus(b);
return true;
}
return false;
bool CGTownInstance::addBonusImpl(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr & prop, const std::string & description, int subtype)
{
auto b = std::make_shared<Bonus>(Bonus::PERMANENT, type, Bonus::TOWN_STRUCTURE, val, building, description, subtype);
if(prop)
b->addPropagator(prop);
addNewBonus(b);
return true;
}
void CGTownInstance::setVisitingHero(CGHeroInstance *h)
@@ -1248,10 +1358,14 @@ const CTown * CGTownInstance::getTown() const
int CGTownInstance::getTownLevel() const
{
// count all buildings that are not upgrades
return (int)boost::range::count_if(builtBuildings, [&](const BuildingID & build)
int level = 0;
for (const auto & bid : builtBuildings)
{
return town->buildings.at(build) && town->buildings.at(build)->upgrade == -1;
});
if(town->buildings.at(bid)->upgrade == BuildingID::NONE)
level++;
}
return level;
}
CBonusSystemNode * CGTownInstance::whatShouldBeAttached()
@@ -1266,6 +1380,31 @@ const CArmedInstance * CGTownInstance::getUpperArmy() const
return this;
}
const CGTownBuilding * CGTownInstance::getBonusingBuilding(BuildingSubID::EBuildingSubID subId) const
{
for(const auto building : bonusingBuildings)
{
if(building->getBuildingSubtype() == subId)
return building;
}
return nullptr;
}
bool CGTownInstance::hasBuilt(BuildingSubID::EBuildingSubID buildingID) const
{
for(const auto & bid : builtBuildings)
{
if(town->buildings.at(bid)->subId == buildingID)
return true;
}
return false;
}
bool CGTownInstance::hasBuilt(BuildingID buildingID) const
{
return vstd::contains(builtBuildings, buildingID);
}
bool CGTownInstance::hasBuilt(BuildingID buildingID, int townID) const
{
if (townID == town->faction->index || townID == ETownType::ANY)
@@ -1285,11 +1424,6 @@ TResources CGTownInstance::getBuildingCost(BuildingID buildingID) const
}
bool CGTownInstance::hasBuilt(BuildingID buildingID) const
{
return vstd::contains(builtBuildings, buildingID);
}
CBuilding::TRequired CGTownInstance::genBuildingRequirements(BuildingID buildID, bool deep) const
{
const CBuilding * building = town->buildings.at(buildID);
@@ -1338,7 +1472,7 @@ CBuilding::TRequired CGTownInstance::genBuildingRequirements(BuildingID buildID,
return ret;
}
void CGTownInstance::addHeroToStructureVisitors( const CGHeroInstance *h, si32 structureInstanceID ) const
void CGTownInstance::addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID ) const
{
if(visitingHero == h)
cb->setObjProperty(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors
@@ -1498,12 +1632,14 @@ void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler)
}
}
COPWBonus::COPWBonus (BuildingID index, CGTownInstance *TOWN)
COPWBonus::COPWBonus (BuildingID bid, BuildingSubID::EBuildingSubID subId, CGTownInstance *TOWN)
{
ID = index;
bID = bid;
bType = subId;
town = TOWN;
id = static_cast<si32>(town->bonusingBuildings.size());
indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
}
void COPWBonus::setProperty(ui8 what, ui32 val)
{
switch (what)
@@ -1516,16 +1652,18 @@ void COPWBonus::setProperty(ui8 what, ui32 val)
break;
}
}
void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
void COPWBonus::onHeroVisit(const CGHeroInstance * h) const
{
ObjectInstanceID heroID = h->id;
if (town->hasBuilt(ID))
if (town->hasBuilt(bID))
{
InfoWindow iw;
iw.player = h->tempOwner;
switch (town->subID)
switch (this->bType)
{
case ETownType::CASTLE: //Stables
case BuildingSubID::STABLES:
if (!h->hasBonusFrom(Bonus::OBJECT, Obj::STABLES)) //does not stack with advMap Stables
{
GiveBonus gb;
@@ -1543,7 +1681,8 @@ void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
cb->showInfoDialog(&iw);
}
break;
case ETownType::DUNGEON: //Mana Vortex
case BuildingSubID::MANA_VORTEX:
if (visitors.empty())
{
if (h->mana < h->manaLimit() * 2)
@@ -1553,7 +1692,7 @@ void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
iw.text << VLC->generaltexth->allTexts[579];
cb->showInfoDialog(&iw);
//extra visit penalty if hero alredy had double mana points (or even more?!)
town->addHeroToStructureVisitors(h, id);
town->addHeroToStructureVisitors(h, indexOnTV);
}
break;
}
@@ -1561,24 +1700,28 @@ void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
}
CTownBonus::CTownBonus (BuildingID index, CGTownInstance *TOWN)
{
ID = index;
bID = index;
town = TOWN;
id = static_cast<si32>(town->bonusingBuildings.size());
indexOnTV = static_cast<si32>(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())
if (town->hasBuilt(bID) && visitors.find(heroID) == visitors.end())
{
si32 mid=0;
si64 val = 0;
InfoWindow iw;
PrimarySkill::PrimarySkill what = PrimarySkill::ATTACK;
int val=0, mid=0;
switch (ID)
switch (bID)
{
case BuildingID::SPECIAL_4:
switch(town->subID)
@@ -1626,7 +1769,7 @@ void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
iw.text << VLC->generaltexth->allTexts[mid];
cb->showInfoDialog(&iw);
cb->changePrimSkill (cb->getHero(heroID), what, val);
town->addHeroToStructureVisitors(h, id);
town->addHeroToStructureVisitors(h, indexOnTV);
}
}
+49 -8
View File
@@ -97,16 +97,41 @@ class DLL_LINKAGE CGTownBuilding : public IObjectInterface
{
///basic class for town structures handled as map objects
public:
BuildingID ID; //from buildig list
si32 id; //identifies its index on towns vector
si32 indexOnTV; //identifies its index on towns vector
CGTownInstance *town;
CGTownBuilding() : bType(BuildingSubID::NONE), indexOnTV(0), town(nullptr) {};
STRONG_INLINE
BuildingSubID::EBuildingSubID getBuildingSubtype() const
{
return bType;
}
STRONG_INLINE
const BuildingID & getBuildingType() const
{
return bID;
}
STRONG_INLINE
void setBuildingSubtype(BuildingSubID::EBuildingSubID subId)
{
bType = subId;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ID;
h & id;
h & bID;
h & indexOnTV;
if(version >= 792)
h & bType;
}
protected:
BuildingID bID; //from buildig list
BuildingSubID::EBuildingSubID bType;
};
class DLL_LINKAGE COPWBonus : public CGTownBuilding
{///used for OPW bonusing structures
public:
@@ -114,8 +139,9 @@ public:
void setProperty(ui8 what, ui32 val) override;
void onHeroVisit (const CGHeroInstance * h) const override;
COPWBonus (BuildingID index, CGTownInstance *TOWN);
COPWBonus (){ID = BuildingID::NONE; town = nullptr;};
COPWBonus (BuildingID index, BuildingSubID::EBuildingSubID subId, CGTownInstance *TOWN);
COPWBonus () {};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGTownBuilding&>(*this);
@@ -133,7 +159,8 @@ public:
void onHeroVisit (const CGHeroInstance * h) const override;
CTownBonus (BuildingID index, CGTownInstance *TOWN);
CTownBonus (){ID = BuildingID::NONE; town = nullptr;};
CTownBonus () {};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGTownBuilding&>(*this);
@@ -223,6 +250,9 @@ public:
}
return false;
});
if(!h.saving && version < 792)
updateBonusingBuildings();
}
//////////////////////////////////////////////////////////////////////////
@@ -231,6 +261,8 @@ public:
void updateMoraleBonusFromArmy() override;
void deserializationFix();
void recreateBuildingsBonuses();
///bid: param to bind a building with a bonus, subId: param to check if already built
bool addBonusIfBuilt(BuildingID bid, BuildingSubID::EBuildingSubID subId, Bonus::BonusType type, int val, int subtype = -1);
bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr &prop, int subtype = -1); //returns true if building is built and bonus has been added
bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype = -1); //convienence version of above
void setVisitingHero(CGHeroInstance *h);
@@ -262,9 +294,13 @@ public:
GrowthInfo getGrowthInfo(int level) const;
bool hasFort() const;
bool hasCapitol() const;
const CGTownBuilding * getBonusingBuilding(BuildingSubID::EBuildingSubID subId) 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(BuildingID buildingID) const;
bool hasBuilt(BuildingID buildingID, int townID) const;
TResources getBuildingCost(BuildingID buildingID) const;
TResources dailyIncome() const; //calculates daily income of this town
int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
@@ -276,7 +312,8 @@ public:
void mergeGarrisonOnSiege() const; // merge garrison into army of visiting hero
void removeCapitols (PlayerColor owner) const;
void clearArmy() const;
void addHeroToStructureVisitors(const CGHeroInstance *h, si32 structureInstanceID) const; //hero must be visiting or garrisoned in town
void addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID) const; //hero must be visiting or garrisoned in town
bool townEnvisagesSpecialBuilding(BuildingSubID::EBuildingSubID bid) const;
const CTown * getTown() const ;
@@ -294,8 +331,12 @@ public:
void afterAddToMap(CMap * map) override;
static void reset();
protected:
static TPropagatorPtr emptyPropagator;
void setPropertyDer(ui8 what, ui32 val) override;
void serializeJsonOptions(JsonSerializeFormat & handler) override;
private:
int getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<ConstTransitivePtr<CGDwelling> >& dwellings) const;
void updateBonusingBuildings();
bool hasBuiltInOldWay(ETownType::ETownType type, BuildingID bid) const;
bool addBonusImpl(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr & prop, const std::string & description, int subtype = -1);
};
+10 -5
View File
@@ -193,9 +193,14 @@ void CObjectClassesHandler::loadObjectEntry(const std::string & identifier, cons
}
logGlobal->debug("Loaded object %s(%d)::%s(%d)", obj->identifier, obj->id, convertedId, id);
assert(!obj->subObjects.count(id)); // DO NOT override
obj->subObjects[id] = handler;
obj->subIds[convertedId] = id;
//some mods redefine content handlers in the decoration.json in such way:
//"core:sign" : { "types" : { "forgeSign" : { ...
if (!obj->subObjects.count(id)) // DO NOT override
{
obj->subObjects[id] = handler;
obj->subIds[convertedId] = id;
}
}
CObjectClassesHandler::ObjectContainter * CObjectClassesHandler::loadFromJson(const JsonNode & json, const std::string & name)
@@ -209,7 +214,7 @@ CObjectClassesHandler::ObjectContainter * CObjectClassesHandler::loadFromJson(co
if(json["defaultAiValue"].isNull())
obj->groupDefaultAiValue = boost::none;
else
obj->groupDefaultAiValue = static_cast<si32>(json["defaultAiValue"].Integer());
obj->groupDefaultAiValue = static_cast<boost::optional<si32>>(json["defaultAiValue"].Integer());
for (auto entry : json["types"].Struct())
{
@@ -470,7 +475,7 @@ void AObjectTypeHandler::init(const JsonNode & input, boost::optional<std::strin
if(input["aiValue"].isNull())
aiValue = boost::none;
else
aiValue = static_cast<si32>(input["aiValue"].Integer());
aiValue = static_cast<boost::optional<si32>>(input["aiValue"].Integer());
initTypeData(input);
}
+1 -1
View File
@@ -12,7 +12,7 @@
#include "../ConstTransitivePtr.h"
#include "../GameConstants.h"
const ui32 SERIALIZATION_VERSION = 791;
const ui32 SERIALIZATION_VERSION = 792;
const ui32 MINIMAL_SERIALIZATION_VERSION = 753;
const std::string SAVEGAME_MAGIC = "VCMISVG";
+1 -1
View File
@@ -1038,7 +1038,7 @@ void CSpellHandler::update780()
{
static_assert(MINIMAL_SERIALIZATION_VERSION < 780, "No longer needed CSpellHandler::update780");
auto spellsContent = VLC->modh->content["spells"];
auto spellsContent = (*VLC->modh->content)["spells"];
const ContentTypeHandler::ModInfo & coreData = spellsContent.modData.at("core");
+15 -10
View File
@@ -2361,9 +2361,14 @@ bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui
const CGTownInstance *from = h->visitedTown;
if (((h->getOwner() != t->getOwner())
&& complain("Cannot teleport hero to another player"))
|| ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
|| (from->town->faction->index != t->town->faction->index
&& complain("Source town and destination town should belong to the same faction"))
|| ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
&& complain("Hero must be in town with Castle gate for teleporting"))
|| (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
|| (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
&& complain("Cannot teleport hero to town without Castle gate in it")))
return false;
int3 pos = t->visitablePos();
@@ -2511,15 +2516,13 @@ void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInsta
sendAndApply(&vc);
visitCastleObjects(obj, hero);
giveSpells(obj, hero);
checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
}
void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
{
std::vector<CGTownBuilding*>::const_iterator i;
for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
(*i)->onHeroVisit (h);
for (auto building : t->bonusingBuildings)
building->onHeroVisit(h);
}
void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
@@ -3082,9 +3085,11 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
//Performs stuff that has to be done after new building is built
auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
{
if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
(t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
(t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
auto isLibrary = isMageGuild ? false
: t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
{
if (t->visitingHero)
giveSpells(t,t->visitingHero);
@@ -3830,7 +3835,7 @@ bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor pl
if (t)
{
visitCastleObjects(t, nh);
giveSpells (t,nh);
giveSpells(t,nh);
}
return true;
}