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Lighthouse / flaggable objects now has dedicated bonus system node
this alows to remove multiple hacks from lighthouse logic
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@@ -11,32 +11,49 @@
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#include "CGObjectInstance.h"
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#include "IOwnableObject.h"
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#include "../bonuses/CBonusSystemNode.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct Bonus;
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class FlaggableInstanceConstructor;
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class DLL_LINKAGE FlaggableMapObject : public CGObjectInstance, public IOwnableObject
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class DLL_LINKAGE FlaggableMapObject final : public CGObjectInstance, public IOwnableObject, public CBonusSystemNode
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{
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std::shared_ptr<FlaggableInstanceConstructor> getFlaggableHandler() const;
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void giveBonusTo(IGameEventCallback & gameEvents, const PlayerColor & player, bool onInit = false) const;
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void takeBonusFrom(IGameEventCallback & gameEvents, const PlayerColor & player) const;
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void initBonuses();
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public:
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using CGObjectInstance::CGObjectInstance;
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void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
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void markAsDeleted() const;
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void initObj(vstd::RNG & rand) override;
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const IOwnableObject * asOwnable() const final;
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ResourceSet dailyIncome() const override;
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std::vector<CreatureID> providedCreatures() const override;
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protected:
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void attachToBonusSystem(CGameState & gs) override;
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void detachFromBonusSystem(CGameState & gs) override;
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void restoreBonusSystem(CGameState & gs) override;
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PlayerColor getOwner() const override
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{
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return CGObjectInstance::getOwner();
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}
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CGObjectInstance&>(*this);
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if (h.version >= Handler::Version::FLAGGABLE_BONUS_SYSTEM_NODE)
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h & static_cast<CBonusSystemNode&>(*this);
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else
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initBonuses();
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}
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};
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VCMI_LIB_NAMESPACE_END
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