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Cleaned up IShipyard interface
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@ -92,10 +92,10 @@ int3 IBoatGenerator::bestLocation() const
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for (auto & offset : offsets)
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{
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if(const TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offset, false)) //tile is in the map
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if(const TerrainTile *tile = getObject()->cb->getTile(getObject()->getPosition() + offset, false)) //tile is in the map
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{
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if(tile->terType->isWater() && (!tile->blocked || tile->blockingObjects.front()->ID == Obj::BOAT)) //and is water and is not blocked or is blocked by boat
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return o->pos + offset;
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return getObject()->getPosition() + offset;
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}
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}
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return int3 (-1,-1,-1);
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@ -107,24 +107,14 @@ IBoatGenerator::EGeneratorState IBoatGenerator::shipyardStatus() const
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const TerrainTile *t = IObjectInterface::cb->getTile(tile);
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if(!t)
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return TILE_BLOCKED; //no available water
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else if(t->blockingObjects.empty())
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if(t->blockingObjects.empty())
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return GOOD; //OK
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else if(t->blockingObjects.front()->ID == Obj::BOAT)
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if(t->blockingObjects.front()->ID == Obj::BOAT)
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return BOAT_ALREADY_BUILT; //blocked with boat
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else
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return TILE_BLOCKED; //blocked
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}
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BoatId IBoatGenerator::getBoatType() const
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{
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//We make good ships by default
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return EBoatId::BOAT_GOOD;
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}
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IBoatGenerator::IBoatGenerator(const CGObjectInstance *O)
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: o(O)
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{
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return TILE_BLOCKED; //blocked
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}
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void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visitor) const
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@ -144,7 +134,7 @@ void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visit
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out.addTxt(MetaString::ADVOB_TXT, 189);
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break;
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case NO_WATER:
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logGlobal->error("Shipyard without water! %s \t %d", o->pos.toString(), o->id.getNum());
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logGlobal->error("Shipyard without water at tile %s! ", getObject()->getPosition().toString());
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return;
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}
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}
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@ -155,34 +145,9 @@ void IShipyard::getBoatCost(TResources & cost) const
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cost[EGameResID::GOLD] = 1000;
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}
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IShipyard::IShipyard(const CGObjectInstance *O)
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: IBoatGenerator(O)
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{
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}
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IShipyard * IShipyard::castFrom( CGObjectInstance *obj )
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{
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if(!obj)
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return nullptr;
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if(obj->ID == Obj::TOWN)
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{
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return dynamic_cast<CGTownInstance *>(obj);
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}
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else if(obj->ID == Obj::SHIPYARD)
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{
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return dynamic_cast<CGShipyard *>(obj);
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}
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else
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{
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return nullptr;
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}
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}
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const IShipyard * IShipyard::castFrom( const CGObjectInstance *obj )
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{
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return castFrom(const_cast<CGObjectInstance*>(obj));
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return dynamic_cast<const IShipyard *>(obj);
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}
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VCMI_LIB_NAMESPACE_END
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