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https://github.com/vcmi/vcmi.git
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Rename town building types to more clear names
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280
lib/mapObjects/TownBuildingInstance.cpp
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280
lib/mapObjects/TownBuildingInstance.cpp
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/*
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* TownBuildingInstance.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 "TownBuildingInstance.h"
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#include "CGTownInstance.h"
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#include "../texts/CGeneralTextHandler.h"
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#include "../IGameCallback.h"
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#include "../gameState/CGameState.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../networkPacks/PacksForClient.h"
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#include "../entities/building/CBuilding.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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TownBuildingInstance::TownBuildingInstance(IGameCallback * cb)
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: IObjectInterface(cb)
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, town(nullptr)
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{}
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TownBuildingInstance::TownBuildingInstance(CGTownInstance * town, const BuildingID & index)
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: IObjectInterface(town->cb)
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, town(town)
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, bID(index)
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{}
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PlayerColor TownBuildingInstance::getOwner() const
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{
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return town->getOwner();
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}
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MapObjectID TownBuildingInstance::getObjGroupIndex() const
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{
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return -1;
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}
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MapObjectSubID TownBuildingInstance::getObjTypeIndex() const
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{
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return 0;
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}
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int3 TownBuildingInstance::visitablePos() const
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{
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return town->visitablePos();
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}
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int3 TownBuildingInstance::getPosition() const
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{
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return town->getPosition();
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}
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TownRewardableBuildingInstance::TownRewardableBuildingInstance(IGameCallback *cb)
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: TownBuildingInstance(cb)
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{}
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TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand)
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: TownBuildingInstance(town, index)
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{
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initObj(rand);
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}
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void TownRewardableBuildingInstance::initObj(vstd::RNG & rand)
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{
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assert(town && town->town);
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configuration = generateConfiguration(rand);
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}
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Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(vstd::RNG & rand) const
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{
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Rewardable::Configuration result;
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auto building = town->town->buildings.at(getBuildingType());
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building->rewardableObjectInfo.configureObject(result, rand, cb);
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for(auto & rewardInfo : result.info)
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{
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for (auto & bonus : rewardInfo.reward.bonuses)
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{
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bonus.source = BonusSource::TOWN_STRUCTURE;
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bonus.sid = BonusSourceID(building->getUniqueTypeID());
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}
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}
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return result;
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}
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void TownRewardableBuildingInstance::newTurn(vstd::RNG & rand) const
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{
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if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
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{
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auto newConfiguration = generateConfiguration(rand);
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cb->setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration);
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if(configuration.resetParameters.visitors)
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{
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cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType());
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}
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}
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}
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void TownRewardableBuildingInstance::setProperty(ObjProperty what, ObjPropertyID identifier)
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{
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switch (what)
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{
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case ObjProperty::VISITORS:
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visitors.insert(identifier.as<ObjectInstanceID>());
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break;
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case ObjProperty::STRUCTURE_CLEAR_VISITORS:
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visitors.clear();
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break;
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case ObjProperty::REWARD_SELECT:
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selectedReward = identifier.getNum();
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break;
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}
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}
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void TownRewardableBuildingInstance::heroLevelUpDone(const CGHeroInstance *hero) const
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{
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grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero);
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}
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void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
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{
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if(answer == 0)
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return; // player refused
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if(visitors.find(hero->id) != visitors.end())
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return; // query not for this building
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if(answer > 0 && answer-1 < configuration.info.size())
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{
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auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
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grantReward(list[answer - 1], hero);
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}
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else
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{
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throw std::runtime_error("Unhandled choice");
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}
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}
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void TownRewardableBuildingInstance::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
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{
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town->addHeroToStructureVisitors(hero, getBuildingType());
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grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
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// hero is not blocked by levelup dialog - grant remainder immediately
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if(!cb->isVisitCoveredByAnotherQuery(town, hero))
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{
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grantRewardAfterLevelup(cb, configuration.info.at(rewardID), town, hero);
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}
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}
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bool TownRewardableBuildingInstance::wasVisitedBefore(const CGHeroInstance * contextHero) const
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{
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switch (configuration.visitMode)
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{
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case Rewardable::VISIT_UNLIMITED:
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return false;
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case Rewardable::VISIT_ONCE:
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return !visitors.empty();
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case Rewardable::VISIT_PLAYER:
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return false; //not supported
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case Rewardable::VISIT_BONUS:
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{
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const auto building = town->getTown()->buildings.at(getBuildingType());
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return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()));
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}
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case Rewardable::VISIT_HERO:
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return visitors.find(contextHero->id) != visitors.end();
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case Rewardable::VISIT_LIMITER:
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return configuration.visitLimiter.heroAllowed(contextHero);
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default:
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return false;
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}
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}
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void TownRewardableBuildingInstance::onHeroVisit(const CGHeroInstance *h) const
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{
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auto grantRewardWithMessage = [&](int index) -> void
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{
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auto vi = configuration.info.at(index);
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logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
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town->addHeroToStructureVisitors(h, getBuildingType()); //adding to visitors
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InfoWindow iw;
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iw.player = h->tempOwner;
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iw.text = vi.message;
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vi.reward.loadComponents(iw.components, h);
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iw.type = EInfoWindowMode::MODAL;
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if(!iw.components.empty() || !iw.text.toString().empty())
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cb->showInfoDialog(&iw);
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grantReward(index, h);
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};
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auto selectRewardsMessage = [&](const std::vector<ui32> & rewards, const MetaString & dialog) -> void
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{
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BlockingDialog sd(configuration.canRefuse, rewards.size() > 1);
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sd.player = h->tempOwner;
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sd.text = dialog;
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if (rewards.size() > 1)
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for (auto index : rewards)
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sd.components.push_back(configuration.info.at(index).reward.getDisplayedComponent(h));
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if (rewards.size() == 1)
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configuration.info.at(rewards.front()).reward.loadComponents(sd.components, h);
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cb->showBlockingDialog(&sd);
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};
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assert(town->hasBuilt(getBuildingType()));
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if(!town->hasBuilt(getBuildingType()))
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return;
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if(!wasVisitedBefore(h))
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{
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auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
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logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
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switch (rewards.size())
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{
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case 0: // no available rewards, e.g. visiting School of War without gold
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{
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auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
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if (!emptyRewards.empty())
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grantRewardWithMessage(emptyRewards[0]);
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else
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logMod->warn("No applicable message for visiting empty object!");
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break;
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}
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case 1: // one reward. Just give it with message
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{
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if (configuration.canRefuse)
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selectRewardsMessage(rewards, configuration.info.at(rewards.front()).message);
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else
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grantRewardWithMessage(rewards.front());
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break;
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}
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default: // multiple rewards. Act according to select mode
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{
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switch (configuration.selectMode) {
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case Rewardable::SELECT_PLAYER: // player must select
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selectRewardsMessage(rewards, configuration.onSelect);
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break;
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case Rewardable::SELECT_FIRST: // give first available
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grantRewardWithMessage(rewards.front());
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break;
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case Rewardable::SELECT_RANDOM: // give random
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grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));
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break;
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}
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break;
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}
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}
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}
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else
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{
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logGlobal->debug("Revisiting already visited object");
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auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
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if (!visitedRewards.empty())
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grantRewardWithMessage(visitedRewards[0]);
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else
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logMod->debug("No applicable message for visiting already visited object!");
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}
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}
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VCMI_LIB_NAMESPACE_END
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