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mirror of https://github.com/vcmi/vcmi.git synced 2025-08-15 20:03:15 +02:00

Merge pull request #2107 from Nordsoft91/town-buildings

This commit is contained in:
Nordsoft91
2023-05-07 06:04:52 +04:00
committed by GitHub
12 changed files with 419 additions and 116 deletions

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@@ -356,7 +356,7 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/mapObjects/CArmedInstance.h
${MAIN_LIB_DIR}/mapObjects/CBank.h
${MAIN_LIB_DIR}/mapObjects/CGDwelling.cpp
${MAIN_LIB_DIR}/mapObjects/CGDwelling.h
${MAIN_LIB_DIR}/mapObjects/CGHeroInstance.h
${MAIN_LIB_DIR}/mapObjects/CGMarket.h
${MAIN_LIB_DIR}/mapObjects/CGPandoraBox.h

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@@ -496,15 +496,11 @@ void CTownHandler::addBonusesForVanilaBuilding(CBuilding * building) const
std::shared_ptr<Bonus> b;
static TPropagatorPtr playerPropagator = std::make_shared<CPropagatorNodeType>(CBonusSystemNode::ENodeTypes::PLAYER);
if(building->subId == BuildingSubID::NONE)
{
if(building->bid == BuildingID::TAVERN)
{
b = createBonus(building, BonusType::MORALE, +1);
}
}
else
{
switch(building->subId)
{
case BuildingSubID::BROTHERHOOD_OF_SWORD:
@@ -527,7 +523,7 @@ void CTownHandler::addBonusesForVanilaBuilding(CBuilding * building) const
b = createBonus(building, BonusType::MOVEMENT, +500, playerPropagator, 0);
break;
}
}
if(b)
building->addNewBonus(b, building->buildingBonuses);
}
@@ -584,22 +580,21 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
auto * ret = new CBuilding();
ret->bid = getMappedValue<BuildingID, std::string>(stringID, BuildingID::NONE, MappedKeys::BUILDING_NAMES_TO_TYPES, false);
ret->subId = BuildingSubID::NONE;
if(ret->bid == BuildingID::NONE)
if(ret->bid == BuildingID::NONE && !source["id"].isNull())
{
logMod->warn("Building %s: id field is deprecated", stringID);
ret->bid = source["id"].isNull() ? BuildingID(BuildingID::NONE) : BuildingID(source["id"].Float());
}
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);
logMod->error("Building '%s' isn't recognized 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;
@@ -619,7 +614,10 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
loadSpecialBuildingBonuses(source["bonuses"], ret->buildingBonuses, ret);
if(ret->buildingBonuses.empty())
{
ret->subId = getMappedValue<BuildingSubID::EBuildingSubID>(source["type"], BuildingSubID::NONE, MappedKeys::SPECIAL_BUILDINGS);
addBonusesForVanilaBuilding(ret);
}
loadSpecialBuildingBonuses(source["onVisitBonuses"], ret->onVisitBonuses, ret);
@@ -631,6 +629,12 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
for(auto & bonus : ret->onVisitBonuses)
bonus->sid = Bonus::getSid32(ret->town->faction->getIndex(), ret->bid);
}
if(source["type"].String() == "configurable" && ret->subId == BuildingSubID::NONE)
{
ret->subId = BuildingSubID::CUSTOM_VISITING_REWARD;
ret->rewardableObjectInfo.init(source);
}
}
//MODS COMPATIBILITY FOR 0.96
if(!ret->produce.nonZero())
@@ -688,10 +692,11 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
void CTownHandler::loadBuildings(CTown * town, const JsonNode & source)
{
if(source.isStruct())
{
for(const auto & node : source.Struct())
{
if (!node.second.isNull())
{
loadBuilding(town, node.first, node.second);
}
}

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@@ -22,6 +22,7 @@
#include "bonuses/Bonus.h"
#include "bonuses/BonusList.h"
#include "Point.h"
#include "mapObjects/CRewardableConstructor.h"
VCMI_LIB_NAMESPACE_BEGIN
@@ -58,6 +59,8 @@ public:
BonusList buildingBonuses;
BonusList onVisitBonuses;
Rewardable::Info rewardableObjectInfo; ///configurable rewards for special buildings
enum EBuildMode
{
BUILD_NORMAL, // 0 - normal, default
@@ -135,6 +138,7 @@ public:
h & overrideBids;
h & buildingBonuses;
h & onVisitBonuses;
h & rewardableObjectInfo;
}
friend class CTownHandler;

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@@ -581,7 +581,8 @@ namespace BuildingSubID
EXPERIENCE_VISITING_BONUS,
LIGHTHOUSE,
TREASURY,
CUSTOM_VISITING_BONUS
CUSTOM_VISITING_BONUS,
CUSTOM_VISITING_REWARD
};
}
@@ -604,16 +605,43 @@ namespace MappedKeys
{ "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"}
{ "grail", BuildingID::GRAIL },
{ "mageGuild1", BuildingID::MAGES_GUILD_1 },
{ "mageGuild2", BuildingID::MAGES_GUILD_2 },
{ "mageGuild3", BuildingID::MAGES_GUILD_3 },
{ "mageGuild4", BuildingID::MAGES_GUILD_4 },
{ "mageGuild5", BuildingID::MAGES_GUILD_5 },
{ "tavern", BuildingID::TAVERN },
{ "shipyard", BuildingID::SHIPYARD },
{ "fort", BuildingID::FORT },
{ "citadel", BuildingID::CITADEL },
{ "castle", BuildingID::CASTLE },
{ "villageHall", BuildingID::VILLAGE_HALL },
{ "townHall", BuildingID::TOWN_HALL },
{ "cityHall", BuildingID::CITY_HALL },
{ "capitol", BuildingID::CAPITOL },
{ "marketplace", BuildingID::MARKETPLACE },
{ "resourceSilo", BuildingID::RESOURCE_SILO },
{ "blacksmith", BuildingID::BLACKSMITH },
{ "horde1", BuildingID::HORDE_1 },
{ "horde1Upgr", BuildingID::HORDE_1_UPGR },
{ "horde2", BuildingID::HORDE_2 },
{ "horde2Upgr", BuildingID::HORDE_2_UPGR },
{ "ship", BuildingID::SHIP },
{ "dwellingLvl1", BuildingID::DWELL_LVL_1 },
{ "dwellingLvl2", BuildingID::DWELL_LVL_2 },
{ "dwellingLvl3", BuildingID::DWELL_LVL_3 },
{ "dwellingLvl4", BuildingID::DWELL_LVL_4 },
{ "dwellingLvl5", BuildingID::DWELL_LVL_5 },
{ "dwellingLvl6", BuildingID::DWELL_LVL_6 },
{ "dwellingLvl7", BuildingID::DWELL_LVL_7 },
{ "dwellingUpLvl1", BuildingID::DWELL_LVL_1_UP },
{ "dwellingUpLvl2", BuildingID::DWELL_LVL_2_UP },
{ "dwellingUpLvl3", BuildingID::DWELL_LVL_3_UP },
{ "dwellingUpLvl4", BuildingID::DWELL_LVL_4_UP },
{ "dwellingUpLvl5", BuildingID::DWELL_LVL_5_UP },
{ "dwellingUpLvl6", BuildingID::DWELL_LVL_6_UP },
{ "dwellingUpLvl7", BuildingID::DWELL_LVL_7_UP },
};
static const std::map<std::string, BuildingSubID::EBuildingSubID> SPECIAL_BUILDINGS =

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@@ -14,6 +14,7 @@
#include "../CGeneralTextHandler.h"
#include "../NetPacks.h"
#include "../IGameCallback.h"
#include "../CGameState.h"
VCMI_LIB_NAMESPACE_BEGIN
@@ -284,5 +285,210 @@ void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) con
town->addHeroToStructureVisitors(h, indexOnTV);
}
CTownRewardableBuilding::CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown, CRandomGenerator & rand)
{
bID = index;
bType = subId;
town = cgTown;
indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
initObj(rand);
}
void CTownRewardableBuilding::initObj(CRandomGenerator & rand)
{
assert(town && town->town);
town->town->buildings.at(bID)->rewardableObjectInfo.configureObject(configuration, rand);
for(auto & rewardInfo : configuration.info)
{
for (auto & bonus : rewardInfo.reward.bonuses)
{
bonus.source = BonusSource::TOWN_STRUCTURE;
bonus.sid = bID;
if (bonus.type == BonusType::MORALE)
rewardInfo.reward.extraComponents.emplace_back(Component::EComponentType::MORALE, 0, bonus.val, 0);
if (bonus.type == BonusType::LUCK)
rewardInfo.reward.extraComponents.emplace_back(Component::EComponentType::LUCK, 0, bonus.val, 0);
}
}
}
void CTownRewardableBuilding::newTurn(CRandomGenerator & rand) const
{
if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
{
if(configuration.resetParameters.rewards)
{
cb->setObjProperty(town->id, ObjProperty::REWARD_RANDOMIZE, indexOnTV);
}
if(configuration.resetParameters.visitors)
{
cb->setObjProperty(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, indexOnTV);
}
}
}
void CTownRewardableBuilding::setProperty(ui8 what, ui32 val)
{
switch (what)
{
case ObjProperty::VISITORS:
visitors.insert(ObjectInstanceID(val));
break;
case ObjProperty::STRUCTURE_CLEAR_VISITORS:
visitors.clear();
break;
case ObjProperty::REWARD_RANDOMIZE:
initObj(cb->gameState()->getRandomGenerator());
break;
case ObjProperty::REWARD_SELECT:
selectedReward = val;
break;
}
}
void CTownRewardableBuilding::heroLevelUpDone(const CGHeroInstance *hero) const
{
grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero);
}
void CTownRewardableBuilding::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
if(visitors.find(hero->id) != visitors.end())
return; // query not for this building
if(answer > 0 && answer-1 < configuration.info.size())
{
auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
grantReward(list[answer - 1], hero);
}
else
{
throw std::runtime_error("Unhandled choice");
}
}
void CTownRewardableBuilding::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
{
town->addHeroToStructureVisitors(hero, indexOnTV);
grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
// hero is not blocked by levelup dialog - grant remainer immediately
if(!cb->isVisitCoveredByAnotherQuery(town, hero))
{
grantRewardAfterLevelup(cb, configuration.info.at(rewardID), town, hero);
}
}
bool CTownRewardableBuilding::wasVisitedBefore(const CGHeroInstance * contextHero) const
{
switch (configuration.visitMode)
{
case Rewardable::VISIT_UNLIMITED:
return false;
case Rewardable::VISIT_ONCE:
return !visitors.empty();
case Rewardable::VISIT_PLAYER:
return false; //not supported
case Rewardable::VISIT_BONUS:
return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, Bonus::getSid32(town->town->faction->getIndex(), bID));
case Rewardable::VISIT_HERO:
return visitors.find(contextHero->id) != visitors.end();
default:
return false;
}
}
void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
{
auto grantRewardWithMessage = [&](int index) -> void
{
auto vi = configuration.info.at(index);
logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
town->addHeroToStructureVisitors(h, indexOnTV); //adding to visitors
InfoWindow iw;
iw.player = h->tempOwner;
iw.text = vi.message;
vi.reward.loadComponents(iw.components, h);
iw.type = EInfoWindowMode::MODAL;
if(!iw.components.empty() || !iw.text.toString().empty())
cb->showInfoDialog(&iw);
grantReward(index, h);
};
auto selectRewardsMessage = [&](const std::vector<ui32> & rewards, const MetaString & dialog) -> void
{
BlockingDialog sd(configuration.canRefuse, rewards.size() > 1);
sd.player = h->tempOwner;
sd.text = dialog;
if (rewards.size() > 1)
for (auto index : rewards)
sd.components.push_back(configuration.info.at(index).reward.getDisplayedComponent(h));
if (rewards.size() == 1)
configuration.info.at(rewards.front()).reward.loadComponents(sd.components, h);
cb->showBlockingDialog(&sd);
};
if(!town->hasBuilt(bID) || cb->isVisitCoveredByAnotherQuery(town, h))
return;
if(!wasVisitedBefore(h))
{
auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
switch (rewards.size())
{
case 0: // no available rewards, e.g. visiting School of War without gold
{
auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
if (!emptyRewards.empty())
grantRewardWithMessage(emptyRewards[0]);
else
logMod->warn("No applicable message for visiting empty object!");
break;
}
case 1: // one reward. Just give it with message
{
if (configuration.canRefuse)
selectRewardsMessage(rewards, configuration.info.at(rewards.front()).message);
else
grantRewardWithMessage(rewards.front());
break;
}
default: // multiple rewards. Act according to select mode
{
switch (configuration.selectMode) {
case Rewardable::SELECT_PLAYER: // player must select
selectRewardsMessage(rewards, configuration.onSelect);
break;
case Rewardable::SELECT_FIRST: // give first available
grantRewardWithMessage(rewards.front());
break;
case Rewardable::SELECT_RANDOM: // give random
grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));
break;
}
break;
}
}
}
else
{
logGlobal->debug("Revisiting already visited object");
auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
if (!visitedRewards.empty())
grantRewardWithMessage(visitedRewards[0]);
else
logMod->debug("No applicable message for visiting already visited object!");
}
}
VCMI_LIB_NAMESPACE_END

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@@ -11,11 +11,12 @@
#pragma once
#include "CObjectHandler.h"
#include "../rewardable/Interface.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGTownInstance;
class CBuilding;
class DLL_LINKAGE CGTownBuilding : public IObjectInterface
{
@@ -104,4 +105,40 @@ private:
void applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const;
};
class DLL_LINKAGE CTownRewardableBuilding : public CGTownBuilding, public Rewardable::Interface
{
/// reward selected by player, no serialize
ui16 selectedReward = 0;
std::set<ObjectInstanceID> visitors;
bool wasVisitedBefore(const CGHeroInstance * contextHero) const;
void grantReward(ui32 rewardID, const CGHeroInstance * hero) const;
public:
void setProperty(ui8 what, ui32 val) override;
void onHeroVisit(const CGHeroInstance * h) const override;
void newTurn(CRandomGenerator & rand) const override;
/// gives second part of reward after hero level-ups for proper granting of spells/mana
void heroLevelUpDone(const CGHeroInstance *hero) const override;
void initObj(CRandomGenerator & rand) override;
/// applies player selection of reward
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * town, CRandomGenerator & rand);
CTownRewardableBuilding() = default;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGTownBuilding&>(*this);
h & static_cast<Rewardable::Interface&>(*this);
h & visitors;
}
};
VCMI_LIB_NAMESPACE_END

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@@ -10,6 +10,7 @@
#include "StdInc.h"
#include "CGTownInstance.h"
#include "CGTownBuilding.h"
#include "CObjectClassesHandler.h"
#include "../spells/CSpellHandler.h"
#include "../bonuses/Bonus.h"
@@ -53,13 +54,13 @@ void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
switch (what)
{
case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id.getNum());
bonusingBuildings[val]->setProperty(ObjProperty::VISITORS, visitingHero->id.getNum());
break;
case ObjProperty::STRUCTURE_CLEAR_VISITORS:
bonusingBuildings[val]->setProperty (ObjProperty::STRUCTURE_CLEAR_VISITORS, 0);
bonusingBuildings[val]->setProperty(ObjProperty::STRUCTURE_CLEAR_VISITORS, 0);
break;
case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id.getNum());
bonusingBuildings[val]->setProperty(ObjProperty::VISITORS, garrisonHero->id.getNum());
break;
case ObjProperty::BONUS_VALUE_FIRST:
bonusValue.first = val;
@@ -67,6 +68,9 @@ void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
case ObjProperty::BONUS_VALUE_SECOND:
bonusValue.second = val;
break;
case ObjProperty::REWARD_RANDOMIZE:
bonusingBuildings[val]->setProperty(ObjProperty::REWARD_RANDOMIZE, 0);
break;
}
}
CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
@@ -259,6 +263,12 @@ void CGTownInstance::setOwner(const PlayerColor & player) const
cb->setOwner(this, player);
}
void CGTownInstance::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
for (auto building : bonusingBuildings)
building->blockingDialogAnswered(hero, answer);
}
void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
{
if(!cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ))//if this is enemy
@@ -365,7 +375,7 @@ bool CGTownInstance::isBonusingBuildingAdded(BuildingID::EBuildingID bid) const
return present != bonusingBuildings.end();
}
void CGTownInstance::addTownBonuses()
void CGTownInstance::addTownBonuses(CRandomGenerator & rand)
{
for(const auto & kvp : town->buildings)
{
@@ -377,6 +387,9 @@ void CGTownInstance::addTownBonuses()
if(kvp.second->IsWeekBonus())
bonusingBuildings.push_back(new COPWBonus(kvp.second->bid, kvp.second->subId, this));
if(kvp.second->subId == BuildingSubID::CUSTOM_VISITING_REWARD)
bonusingBuildings.push_back(new CTownRewardableBuilding(kvp.second->bid, kvp.second->subId, this, rand));
}
}
@@ -465,7 +478,7 @@ void CGTownInstance::initObj(CRandomGenerator & rand) ///initialize town structu
}
}
initOverriddenBids();
addTownBonuses(); //add special bonuses from buildings to the bonusingBuildings vector.
addTownBonuses(rand); //add special bonuses from buildings to the bonusingBuildings vector.
recreateBuildingsBonuses();
updateAppearance();
}
@@ -488,9 +501,7 @@ void CGTownInstance::newTurn(CRandomGenerator & rand) const
cb->setObjProperty (id, ObjProperty::BONUS_VALUE_SECOND, resVal);
}
const auto * manaVortex = getBonusingBuilding(BuildingSubID::MANA_VORTEX);
if (manaVortex != nullptr)
for(const auto * manaVortex : getBonusingBuildings(BuildingSubID::MANA_VORTEX))
cb->setObjProperty(id, ObjProperty::STRUCTURE_CLEAR_VISITORS, manaVortex->indexOnTV); //reset visitors for Mana Vortex
//get Mana Vortex or Stables bonuses
@@ -536,7 +547,7 @@ void CGTownInstance::newTurn(CRandomGenerator & rand) const
TQuantity count = creatureGrowth(i);
if (!count) // no dwelling
count = VLC->creh->objects[c]->getGrowth();
count = VLC->creatures()->getByIndex(c)->getGrowth();
{//no lower tiers or above current month
@@ -553,6 +564,9 @@ void CGTownInstance::newTurn(CRandomGenerator & rand) const
}
}
}
for(const auto * rewardableBuilding : getBonusingBuildings(BuildingSubID::CUSTOM_VISITING_REWARD))
rewardableBuilding->newTurn(rand);
}
/*
int3 CGTownInstance::getSightCenter() const
@@ -805,7 +819,9 @@ void CGTownInstance::recreateBuildingsBonuses()
void CGTownInstance::setVisitingHero(CGHeroInstance *h)
{
assert(!!visitingHero == !h);
if(visitingHero.get() == h)
return;
if(h)
{
PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
@@ -828,7 +844,9 @@ void CGTownInstance::setVisitingHero(CGHeroInstance *h)
void CGTownInstance::setGarrisonedHero(CGHeroInstance *h)
{
assert(!!garrisonHero == !h);
if(garrisonHero.get() == h)
return;
if(h)
{
PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
@@ -906,14 +924,15 @@ const CArmedInstance * CGTownInstance::getUpperArmy() const
return this;
}
const CGTownBuilding * CGTownInstance::getBonusingBuilding(BuildingSubID::EBuildingSubID subId) const
std::vector<const CGTownBuilding *> CGTownInstance::getBonusingBuildings(BuildingSubID::EBuildingSubID subId) const
{
std::vector<const CGTownBuilding *> ret;
for(auto * const building : bonusingBuildings)
{
if(building->getBuildingSubtype() == subId)
return building;
ret.push_back(building);
}
return nullptr;
return ret;
}

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@@ -89,6 +89,10 @@ public:
h & spells;
h & events;
h & bonusingBuildings;
for(auto * bonusingBuilding : bonusingBuildings)
bonusingBuilding->town = this;
h & town;
h & townAndVis;
BONUS_TREE_DESERIALIZATION_FIX
@@ -150,7 +154,7 @@ public:
GrowthInfo getGrowthInfo(int level) const;
bool hasFort() const;
bool hasCapitol() const;
const CGTownBuilding * getBonusingBuilding(BuildingSubID::EBuildingSubID subId) const;
std::vector<const CGTownBuilding *> getBonusingBuildings(BuildingSubID::EBuildingSubID subId) const;
bool hasBuiltSomeTradeBuilding() const;
//checks if special building with type buildingID is constructed
bool hasBuilt(BuildingSubID::EBuildingSubID buildingID) const;
@@ -206,6 +210,7 @@ public:
protected:
void setPropertyDer(ui8 what, ui32 val) override;
void serializeJsonOptions(JsonSerializeFormat & handler) override;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
private:
void setOwner(const PlayerColor & owner) const;
@@ -214,7 +219,7 @@ private:
bool townEnvisagesBuilding(BuildingSubID::EBuildingSubID bid) const;
bool isBonusingBuildingAdded(BuildingID::EBuildingID bid) const;
void initOverriddenBids();
void addTownBonuses();
void addTownBonuses(CRandomGenerator & rand);
};
VCMI_LIB_NAMESPACE_END

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@@ -18,7 +18,6 @@
#include "CGDwelling.h"
#include "CGHeroInstance.h"
#include "CGMarket.h"
#include "CGTownBuilding.h"
#include "CGTownInstance.h"
#include "CGPandoraBox.h"
#include "CRewardableObject.h"

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@@ -21,6 +21,7 @@
#include "../mapObjects/CRewardableConstructor.h"
#include "../mapObjects/CommonConstructors.h"
#include "../mapObjects/MapObjects.h"
#include "../mapObjects/CGTownBuilding.h"
#include "../battle/CObstacleInstance.h"
#include "../bonuses/CBonusSystemNode.h"
#include "../bonuses/Limiters.h"
@@ -158,6 +159,7 @@ void registerTypesMapObjects2(Serializer &s)
s.template registerType<IObjectInterface, CGTownBuilding>();
s.template registerType<CGTownBuilding, CTownBonus>();
s.template registerType<CGTownBuilding, COPWBonus>();
s.template registerType<CGTownBuilding, CTownRewardableBuilding>();
s.template registerType<CGObjectInstance, CRewardableObject>();

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@@ -91,7 +91,6 @@ void Rewardable::Interface::grantRewardAfterLevelup(IGameCallback * cb, const Re
for(const Bonus & bonus : info.reward.bonuses)
{
assert(bonus.source == BonusSource::OBJECT);
GiveBonus gb;
gb.who = GiveBonus::ETarget::HERO;
gb.bonus = bonus;

View File

@@ -3612,7 +3612,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
sendAndApply(&fw);
if(t->visitingHero)
visitCastleObjects(t, t->visitingHero);
objectVisited(t, t->visitingHero);
if(t->garrisonHero)
visitCastleObjects(t, t->garrisonHero);
@@ -4440,10 +4440,9 @@ bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor pl
giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
if (t)
if(t)
{
visitCastleObjects(t, nh);
giveSpells (t,nh);
objectVisited(t, nh);
}
return true;
}