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Merge pull request #2107 from Nordsoft91/town-buildings
This commit is contained in:
@@ -356,7 +356,7 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
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${MAIN_LIB_DIR}/mapObjects/CArmedInstance.h
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${MAIN_LIB_DIR}/mapObjects/CBank.h
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${MAIN_LIB_DIR}/mapObjects/CGDwelling.cpp
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${MAIN_LIB_DIR}/mapObjects/CGDwelling.h
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${MAIN_LIB_DIR}/mapObjects/CGHeroInstance.h
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${MAIN_LIB_DIR}/mapObjects/CGMarket.h
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${MAIN_LIB_DIR}/mapObjects/CGPandoraBox.h
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@@ -496,38 +496,34 @@ void CTownHandler::addBonusesForVanilaBuilding(CBuilding * building) const
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std::shared_ptr<Bonus> b;
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static TPropagatorPtr playerPropagator = std::make_shared<CPropagatorNodeType>(CBonusSystemNode::ENodeTypes::PLAYER);
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if(building->subId == BuildingSubID::NONE)
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if(building->bid == BuildingID::TAVERN)
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{
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if(building->bid == BuildingID::TAVERN)
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{
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b = createBonus(building, BonusType::MORALE, +1);
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}
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b = createBonus(building, BonusType::MORALE, +1);
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}
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else
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switch(building->subId)
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{
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switch(building->subId)
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{
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case BuildingSubID::BROTHERHOOD_OF_SWORD:
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b = createBonus(building, BonusType::MORALE, +2);
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building->overrideBids.insert(BuildingID::TAVERN);
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break;
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case BuildingSubID::FOUNTAIN_OF_FORTUNE:
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b = createBonus(building, BonusType::LUCK, +2);
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break;
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case BuildingSubID::SPELL_POWER_GARRISON_BONUS:
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b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER);
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break;
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case BuildingSubID::ATTACK_GARRISON_BONUS:
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b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::ATTACK);
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break;
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case BuildingSubID::DEFENSE_GARRISON_BONUS:
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b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE);
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break;
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case BuildingSubID::LIGHTHOUSE:
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b = createBonus(building, BonusType::MOVEMENT, +500, playerPropagator, 0);
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break;
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}
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case BuildingSubID::BROTHERHOOD_OF_SWORD:
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b = createBonus(building, BonusType::MORALE, +2);
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building->overrideBids.insert(BuildingID::TAVERN);
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break;
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case BuildingSubID::FOUNTAIN_OF_FORTUNE:
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b = createBonus(building, BonusType::LUCK, +2);
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break;
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case BuildingSubID::SPELL_POWER_GARRISON_BONUS:
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b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER);
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break;
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case BuildingSubID::ATTACK_GARRISON_BONUS:
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b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::ATTACK);
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break;
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case BuildingSubID::DEFENSE_GARRISON_BONUS:
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b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE);
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break;
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case BuildingSubID::LIGHTHOUSE:
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b = createBonus(building, BonusType::MOVEMENT, +500, playerPropagator, 0);
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break;
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}
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if(b)
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building->addNewBonus(b, building->buildingBonuses);
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}
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@@ -584,23 +580,22 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
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auto * ret = new CBuilding();
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ret->bid = getMappedValue<BuildingID, std::string>(stringID, BuildingID::NONE, MappedKeys::BUILDING_NAMES_TO_TYPES, false);
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ret->subId = BuildingSubID::NONE;
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if(ret->bid == BuildingID::NONE)
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if(ret->bid == BuildingID::NONE && !source["id"].isNull())
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{
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logMod->warn("Building %s: id field is deprecated", stringID);
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ret->bid = source["id"].isNull() ? BuildingID(BuildingID::NONE) : BuildingID(source["id"].Float());
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}
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if (ret->bid == BuildingID::NONE)
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logMod->error("Error: Building '%s' has not internal ID and won't work properly. Correct the typo or update VCMI.", stringID);
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logMod->error("Building '%s' isn't recognized and won't work properly. Correct the typo or update VCMI.", stringID);
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ret->mode = ret->bid == BuildingID::GRAIL
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? CBuilding::BUILD_GRAIL
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: getMappedValue<CBuilding::EBuildMode>(source["mode"], CBuilding::BUILD_NORMAL, CBuilding::MODES);
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ret->subId = getMappedValue<BuildingSubID::EBuildingSubID>(source["type"], BuildingSubID::NONE, MappedKeys::SPECIAL_BUILDINGS);
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ret->height = CBuilding::HEIGHT_NO_TOWER;
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if(ret->subId == BuildingSubID::LOOKOUT_TOWER
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|| ret->bid == BuildingID::GRAIL)
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ret->height = getMappedValue<CBuilding::ETowerHeight>(source["height"], CBuilding::HEIGHT_NO_TOWER, CBuilding::TOWER_TYPES);
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ret->height = getMappedValue<CBuilding::ETowerHeight>(source["height"], CBuilding::HEIGHT_NO_TOWER, CBuilding::TOWER_TYPES);
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ret->identifier = stringID;
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ret->modScope = source.meta;
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@@ -619,7 +614,10 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
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loadSpecialBuildingBonuses(source["bonuses"], ret->buildingBonuses, ret);
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if(ret->buildingBonuses.empty())
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{
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ret->subId = getMappedValue<BuildingSubID::EBuildingSubID>(source["type"], BuildingSubID::NONE, MappedKeys::SPECIAL_BUILDINGS);
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addBonusesForVanilaBuilding(ret);
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}
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loadSpecialBuildingBonuses(source["onVisitBonuses"], ret->onVisitBonuses, ret);
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@@ -631,6 +629,12 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
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for(auto & bonus : ret->onVisitBonuses)
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bonus->sid = Bonus::getSid32(ret->town->faction->getIndex(), ret->bid);
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}
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if(source["type"].String() == "configurable" && ret->subId == BuildingSubID::NONE)
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{
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ret->subId = BuildingSubID::CUSTOM_VISITING_REWARD;
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ret->rewardableObjectInfo.init(source);
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}
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}
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//MODS COMPATIBILITY FOR 0.96
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if(!ret->produce.nonZero())
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@@ -688,11 +692,12 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
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void CTownHandler::loadBuildings(CTown * town, const JsonNode & source)
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{
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for(const auto & node : source.Struct())
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if(source.isStruct())
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{
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if (!node.second.isNull())
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for(const auto & node : source.Struct())
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{
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loadBuilding(town, node.first, node.second);
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if (!node.second.isNull())
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loadBuilding(town, node.first, node.second);
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}
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}
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}
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@@ -22,6 +22,7 @@
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#include "bonuses/Bonus.h"
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#include "bonuses/BonusList.h"
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#include "Point.h"
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#include "mapObjects/CRewardableConstructor.h"
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VCMI_LIB_NAMESPACE_BEGIN
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@@ -58,6 +59,8 @@ public:
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BonusList buildingBonuses;
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BonusList onVisitBonuses;
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Rewardable::Info rewardableObjectInfo; ///configurable rewards for special buildings
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enum EBuildMode
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{
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BUILD_NORMAL, // 0 - normal, default
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@@ -135,6 +138,7 @@ public:
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h & overrideBids;
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h & buildingBonuses;
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h & onVisitBonuses;
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h & rewardableObjectInfo;
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}
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friend class CTownHandler;
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@@ -581,7 +581,8 @@ namespace BuildingSubID
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EXPERIENCE_VISITING_BONUS,
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LIGHTHOUSE,
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TREASURY,
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CUSTOM_VISITING_BONUS
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CUSTOM_VISITING_BONUS,
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CUSTOM_VISITING_REWARD
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};
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}
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@@ -604,16 +605,43 @@ namespace MappedKeys
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{ "special2", BuildingID::SPECIAL_2 },
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{ "special3", BuildingID::SPECIAL_3 },
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{ "special4", BuildingID::SPECIAL_4 },
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{ "grail", BuildingID::GRAIL }
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};
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static const std::map<BuildingID, std::string> BUILDING_TYPES_TO_NAMES =
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{
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{ BuildingID::SPECIAL_1, "special1", },
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{ BuildingID::SPECIAL_2, "special2" },
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{ BuildingID::SPECIAL_3, "special3" },
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{ BuildingID::SPECIAL_4, "special4" },
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{ BuildingID::GRAIL, "grail"}
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{ "grail", BuildingID::GRAIL },
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{ "mageGuild1", BuildingID::MAGES_GUILD_1 },
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{ "mageGuild2", BuildingID::MAGES_GUILD_2 },
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{ "mageGuild3", BuildingID::MAGES_GUILD_3 },
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{ "mageGuild4", BuildingID::MAGES_GUILD_4 },
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{ "mageGuild5", BuildingID::MAGES_GUILD_5 },
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{ "tavern", BuildingID::TAVERN },
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{ "shipyard", BuildingID::SHIPYARD },
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{ "fort", BuildingID::FORT },
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{ "citadel", BuildingID::CITADEL },
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{ "castle", BuildingID::CASTLE },
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{ "villageHall", BuildingID::VILLAGE_HALL },
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{ "townHall", BuildingID::TOWN_HALL },
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{ "cityHall", BuildingID::CITY_HALL },
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{ "capitol", BuildingID::CAPITOL },
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{ "marketplace", BuildingID::MARKETPLACE },
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{ "resourceSilo", BuildingID::RESOURCE_SILO },
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{ "blacksmith", BuildingID::BLACKSMITH },
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{ "horde1", BuildingID::HORDE_1 },
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{ "horde1Upgr", BuildingID::HORDE_1_UPGR },
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{ "horde2", BuildingID::HORDE_2 },
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{ "horde2Upgr", BuildingID::HORDE_2_UPGR },
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{ "ship", BuildingID::SHIP },
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{ "dwellingLvl1", BuildingID::DWELL_LVL_1 },
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{ "dwellingLvl2", BuildingID::DWELL_LVL_2 },
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{ "dwellingLvl3", BuildingID::DWELL_LVL_3 },
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{ "dwellingLvl4", BuildingID::DWELL_LVL_4 },
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{ "dwellingLvl5", BuildingID::DWELL_LVL_5 },
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{ "dwellingLvl6", BuildingID::DWELL_LVL_6 },
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{ "dwellingLvl7", BuildingID::DWELL_LVL_7 },
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{ "dwellingUpLvl1", BuildingID::DWELL_LVL_1_UP },
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{ "dwellingUpLvl2", BuildingID::DWELL_LVL_2_UP },
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{ "dwellingUpLvl3", BuildingID::DWELL_LVL_3_UP },
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{ "dwellingUpLvl4", BuildingID::DWELL_LVL_4_UP },
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{ "dwellingUpLvl5", BuildingID::DWELL_LVL_5_UP },
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{ "dwellingUpLvl6", BuildingID::DWELL_LVL_6_UP },
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{ "dwellingUpLvl7", BuildingID::DWELL_LVL_7_UP },
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};
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static const std::map<std::string, BuildingSubID::EBuildingSubID> SPECIAL_BUILDINGS =
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@@ -14,6 +14,7 @@
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#include "../CGeneralTextHandler.h"
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#include "../NetPacks.h"
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#include "../IGameCallback.h"
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#include "../CGameState.h"
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VCMI_LIB_NAMESPACE_BEGIN
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@@ -284,5 +285,210 @@ void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) con
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town->addHeroToStructureVisitors(h, indexOnTV);
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}
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CTownRewardableBuilding::CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown, CRandomGenerator & rand)
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{
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bID = index;
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bType = subId;
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town = cgTown;
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indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
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initObj(rand);
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}
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void CTownRewardableBuilding::initObj(CRandomGenerator & rand)
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{
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assert(town && town->town);
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town->town->buildings.at(bID)->rewardableObjectInfo.configureObject(configuration, rand);
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for(auto & rewardInfo : configuration.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 = bID;
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if (bonus.type == BonusType::MORALE)
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rewardInfo.reward.extraComponents.emplace_back(Component::EComponentType::MORALE, 0, bonus.val, 0);
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if (bonus.type == BonusType::LUCK)
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rewardInfo.reward.extraComponents.emplace_back(Component::EComponentType::LUCK, 0, bonus.val, 0);
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}
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}
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}
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void CTownRewardableBuilding::newTurn(CRandomGenerator & 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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if(configuration.resetParameters.rewards)
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{
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cb->setObjProperty(town->id, ObjProperty::REWARD_RANDOMIZE, indexOnTV);
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}
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if(configuration.resetParameters.visitors)
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{
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cb->setObjProperty(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, indexOnTV);
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}
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}
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}
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void CTownRewardableBuilding::setProperty(ui8 what, ui32 val)
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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(ObjectInstanceID(val));
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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_RANDOMIZE:
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initObj(cb->gameState()->getRandomGenerator());
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break;
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case ObjProperty::REWARD_SELECT:
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selectedReward = val;
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break;
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}
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}
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void CTownRewardableBuilding::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 CTownRewardableBuilding::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
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{
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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 CTownRewardableBuilding::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
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{
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town->addHeroToStructureVisitors(hero, indexOnTV);
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grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
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// hero is not blocked by levelup dialog - grant remainer 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 CTownRewardableBuilding::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
|
||||
case Rewardable::VISIT_BONUS:
|
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return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, Bonus::getSid32(town->town->faction->getIndex(), bID));
|
||||
case Rewardable::VISIT_HERO:
|
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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());
|
||||
|
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town->addHeroToStructureVisitors(h, indexOnTV); //adding to visitors
|
||||
|
||||
InfoWindow iw;
|
||||
iw.player = h->tempOwner;
|
||||
iw.text = vi.message;
|
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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
|
||||
|
@@ -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
|
||||
|
@@ -10,6 +10,7 @@
|
||||
|
||||
#include "StdInc.h"
|
||||
#include "CGTownInstance.h"
|
||||
#include "CGTownBuilding.h"
|
||||
#include "CObjectClassesHandler.h"
|
||||
#include "../spells/CSpellHandler.h"
|
||||
#include "../bonuses/Bonus.h"
|
||||
@@ -52,14 +53,14 @@ void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
|
||||
///this is freakin' overcomplicated solution
|
||||
switch (what)
|
||||
{
|
||||
case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
|
||||
bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id.getNum());
|
||||
case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
|
||||
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
|
||||
@@ -502,57 +513,60 @@ void CGTownInstance::newTurn(CRandomGenerator & rand) const
|
||||
cb->visitCastleObjects(this, garrisonHero);
|
||||
|
||||
if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
|
||||
{
|
||||
std::vector<SlotID> nativeCrits; //slots
|
||||
for(const auto & elem : Slots())
|
||||
{
|
||||
std::vector<SlotID> nativeCrits; //slots
|
||||
for(const auto & elem : Slots())
|
||||
if (elem.second->type->getFaction() == subID) //native
|
||||
{
|
||||
if (elem.second->type->getFaction() == subID) //native
|
||||
{
|
||||
nativeCrits.push_back(elem.first); //collect matching slots
|
||||
}
|
||||
nativeCrits.push_back(elem.first); //collect matching slots
|
||||
}
|
||||
if(!nativeCrits.empty())
|
||||
{
|
||||
SlotID pos = *RandomGeneratorUtil::nextItem(nativeCrits, rand);
|
||||
StackLocation sl(this, pos);
|
||||
}
|
||||
if(!nativeCrits.empty())
|
||||
{
|
||||
SlotID pos = *RandomGeneratorUtil::nextItem(nativeCrits, rand);
|
||||
StackLocation sl(this, pos);
|
||||
|
||||
const CCreature *c = getCreature(pos);
|
||||
if (rand.nextInt(99) < 90 || c->upgrades.empty()) //increase number if no upgrade available
|
||||
{
|
||||
cb->changeStackCount(sl, c->getGrowth());
|
||||
}
|
||||
else //upgrade
|
||||
{
|
||||
cb->changeStackType(sl, VLC->creh->objects[*c->upgrades.begin()]);
|
||||
}
|
||||
const CCreature *c = getCreature(pos);
|
||||
if (rand.nextInt(99) < 90 || c->upgrades.empty()) //increase number if no upgrade available
|
||||
{
|
||||
cb->changeStackCount(sl, c->getGrowth());
|
||||
}
|
||||
if ((stacksCount() < GameConstants::ARMY_SIZE && rand.nextInt(99) < 25) || Slots().empty()) //add new stack
|
||||
else //upgrade
|
||||
{
|
||||
int i = rand.nextInt(std::min(GameConstants::CREATURES_PER_TOWN, cb->getDate(Date::MONTH) << 1) - 1);
|
||||
if (!town->creatures[i].empty())
|
||||
{
|
||||
CreatureID c = town->creatures[i][0];
|
||||
SlotID n;
|
||||
cb->changeStackType(sl, VLC->creh->objects[*c->upgrades.begin()]);
|
||||
}
|
||||
}
|
||||
if ((stacksCount() < GameConstants::ARMY_SIZE && rand.nextInt(99) < 25) || Slots().empty()) //add new stack
|
||||
{
|
||||
int i = rand.nextInt(std::min(GameConstants::CREATURES_PER_TOWN, cb->getDate(Date::MONTH) << 1) - 1);
|
||||
if (!town->creatures[i].empty())
|
||||
{
|
||||
CreatureID c = town->creatures[i][0];
|
||||
SlotID n;
|
||||
|
||||
TQuantity count = creatureGrowth(i);
|
||||
if (!count) // no dwelling
|
||||
count = VLC->creh->objects[c]->getGrowth();
|
||||
TQuantity count = creatureGrowth(i);
|
||||
if (!count) // no dwelling
|
||||
count = VLC->creatures()->getByIndex(c)->getGrowth();
|
||||
|
||||
{//no lower tiers or above current month
|
||||
{//no lower tiers or above current month
|
||||
|
||||
if ((n = getSlotFor(c)).validSlot())
|
||||
{
|
||||
StackLocation sl(this, n);
|
||||
if (slotEmpty(n))
|
||||
cb->insertNewStack(sl, VLC->creh->objects[c], count);
|
||||
else //add to existing
|
||||
cb->changeStackCount(sl, count);
|
||||
}
|
||||
if ((n = getSlotFor(c)).validSlot())
|
||||
{
|
||||
StackLocation sl(this, n);
|
||||
if (slotEmpty(n))
|
||||
cb->insertNewStack(sl, VLC->creh->objects[c], count);
|
||||
else //add to existing
|
||||
cb->changeStackCount(sl, count);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
|
@@ -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
|
||||
|
@@ -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"
|
||||
|
@@ -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"
|
||||
@@ -157,7 +158,8 @@ void registerTypesMapObjects2(Serializer &s)
|
||||
//Other object-related
|
||||
s.template registerType<IObjectInterface, CGTownBuilding>();
|
||||
s.template registerType<CGTownBuilding, CTownBonus>();
|
||||
s.template registerType<CGTownBuilding, COPWBonus>();
|
||||
s.template registerType<CGTownBuilding, COPWBonus>();
|
||||
s.template registerType<CGTownBuilding, CTownRewardableBuilding>();
|
||||
|
||||
s.template registerType<CGObjectInstance, CRewardableObject>();
|
||||
|
||||
|
@@ -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;
|
||||
|
@@ -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;
|
||||
}
|
||||
|
Reference in New Issue
Block a user