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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-22 22:13:35 +02:00

Unify rewardable map object and town building code

This commit is contained in:
Ivan Savenko 2024-09-27 15:40:09 +00:00
parent 072aa8aadd
commit f2c20b54d0
7 changed files with 226 additions and 264 deletions

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@ -12,87 +12,30 @@
#include "CRewardableObject.h"
#include "../CPlayerState.h"
#include "../GameSettings.h"
#include "../IGameCallback.h"
#include "../IGameSettings.h"
#include "../battle/BattleLayout.h"
#include "../gameState/CGameState.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../mapObjectConstructors/CRewardableConstructor.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../networkPacks/PacksForClient.h"
#include "../networkPacks/PacksForClientBattle.h"
#include "../serializer/JsonSerializeFormat.h"
#include "../texts/CGeneralTextHandler.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
void CRewardableObject::grantRewardWithMessage(const CGHeroInstance * contextHero, int index, bool markAsVisit) const
const IObjectInterface * CRewardableObject::getObject() const
{
auto vi = configuration.info.at(index);
logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
// show message only if it is not empty or in infobox
if (configuration.infoWindowType != EInfoWindowMode::MODAL || !vi.message.toString().empty())
{
InfoWindow iw;
iw.player = contextHero->tempOwner;
iw.text = vi.message;
vi.reward.loadComponents(iw.components, contextHero);
iw.type = configuration.infoWindowType;
if(!iw.components.empty() || !iw.text.toString().empty())
cb->showInfoDialog(&iw);
}
// grant reward afterwards. Note that it may remove object
if(markAsVisit)
markAsVisited(contextHero);
grantReward(index, contextHero);
return this;
}
void CRewardableObject::selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const
void CRewardableObject::markAsScouted(const CGHeroInstance * hero) const
{
BlockingDialog sd(configuration.canRefuse, rewardIndices.size() > 1);
sd.player = contextHero->tempOwner;
sd.text = dialog;
sd.components = loadComponents(contextHero, rewardIndices);
cb->showBlockingDialog(this, &sd);
}
void CRewardableObject::grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, bool markAsVisit) const
{
if (rewardIndices.empty())
return;
for (auto index : rewardIndices)
{
// TODO: Merge all rewards of same type, with single message?
grantRewardWithMessage(contextHero, index, false);
}
// Mark visited only after all rewards were processed
if(markAsVisit)
markAsVisited(contextHero);
}
std::vector<Component> CRewardableObject::loadComponents(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices) const
{
std::vector<Component> result;
if (rewardIndices.empty())
return result;
if (configuration.selectMode != Rewardable::SELECT_FIRST && rewardIndices.size() > 1)
{
for (auto index : rewardIndices)
result.push_back(configuration.info.at(index).reward.getDisplayedComponent(contextHero));
}
else
{
configuration.info.at(rewardIndices.front()).reward.loadComponents(result, contextHero);
}
return result;
ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_PLAYER, id, hero->id);
cb->sendAndApply(&cov);
}
bool CRewardableObject::isGuarded() const
@ -127,94 +70,9 @@ void CRewardableObject::onHeroVisit(const CGHeroInstance *hero) const
}
}
void CRewardableObject::doHeroVisit(const CGHeroInstance *h) const
{
if(!wasVisitedBefore(h))
{
auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
bool objectRemovalPossible = false;
for(auto index : rewards)
{
if(configuration.info.at(index).reward.removeObject)
objectRemovalPossible = true;
}
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(h, emptyRewards[0], false);
else
logMod->warn("No applicable message for visiting empty object!");
break;
}
case 1: // one reward. Just give it with message
{
if (configuration.canRefuse)
selectRewardWithMessage(h, rewards, configuration.info.at(rewards.front()).message);
else
grantRewardWithMessage(h, rewards.front(), true);
break;
}
default: // multiple rewards. Act according to select mode
{
switch (configuration.selectMode) {
case Rewardable::SELECT_PLAYER: // player must select
selectRewardWithMessage(h, rewards, configuration.onSelect);
break;
case Rewardable::SELECT_FIRST: // give first available
if (configuration.canRefuse)
selectRewardWithMessage(h, { rewards.front() }, configuration.info.at(rewards.front()).message);
else
grantRewardWithMessage(h, rewards.front(), true);
break;
case Rewardable::SELECT_RANDOM: // give random
{
ui32 rewardIndex = *RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator());
if (configuration.canRefuse)
selectRewardWithMessage(h, { rewardIndex }, configuration.info.at(rewardIndex).message);
else
grantRewardWithMessage(h, rewardIndex, true);
break;
}
case Rewardable::SELECT_ALL: // grant all possible
grantAllRewardsWithMessage(h, rewards, true);
break;
}
break;
}
}
if(!objectRemovalPossible && getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())
{
ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_PLAYER, id, h->id);
cb->sendAndApply(&cov);
}
}
else
{
logGlobal->debug("Revisiting already visited object");
if (!wasVisited(h->getOwner()))
{
ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_PLAYER, id, h->id);
cb->sendAndApply(&cov);
}
auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
if (!visitedRewards.empty())
grantRewardWithMessage(h, visitedRewards[0], false);
else
logMod->warn("No applicable message for visiting already visited object!");
}
}
void CRewardableObject::heroLevelUpDone(const CGHeroInstance *hero) const
{
grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), this, hero);
grantRewardAfterLevelup(configuration.info.at(selectedReward), this, hero);
}
void CRewardableObject::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
@ -264,12 +122,12 @@ void CRewardableObject::markAsVisited(const CGHeroInstance * hero) const
void CRewardableObject::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
{
cb->setObjPropertyValue(id, ObjProperty::REWARD_SELECT, rewardID);
grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
grantRewardBeforeLevelup(configuration.info.at(rewardID), hero);
// hero is not blocked by levelup dialog - grant remainder immediately
if(!cb->isVisitCoveredByAnotherQuery(this, hero))
{
grantRewardAfterLevelup(cb, configuration.info.at(rewardID), this, hero);
grantRewardAfterLevelup(configuration.info.at(rewardID), this, hero);
}
}

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@ -25,28 +25,22 @@ protected:
/// reward selected by player, no serialize
ui16 selectedReward = 0;
void grantReward(ui32 rewardID, const CGHeroInstance * hero) const;
void markAsVisited(const CGHeroInstance * hero) const;
void grantReward(ui32 rewardID, const CGHeroInstance * hero) const override;
void markAsVisited(const CGHeroInstance * hero) const override;
const IObjectInterface * getObject() const override;
void markAsScouted(const CGHeroInstance * hero) const override;
/// return true if this object was "cleared" before and no longer has rewards applicable to selected hero
/// unlike wasVisited, this method uses information not available to player owner, for example, if object was cleared by another player before
bool wasVisitedBefore(const CGHeroInstance * contextHero) const;
bool wasVisitedBefore(const CGHeroInstance * contextHero) const override;
void serializeJsonOptions(JsonSerializeFormat & handler) override;
virtual void grantRewardWithMessage(const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const;
virtual void selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const;
virtual void grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32>& rewardIndices, bool markAsVisit) const;
std::vector<Component> loadComponents(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices) const;
std::string getDisplayTextImpl(PlayerColor player, const CGHeroInstance * hero, bool includeDescription) const;
std::string getDescriptionMessage(PlayerColor player, const CGHeroInstance * hero) const;
std::vector<Component> getPopupComponentsImpl(PlayerColor player, const CGHeroInstance * hero) const;
void doHeroVisit(const CGHeroInstance *h) const;
/// Returns true if this object is currently guarded
bool isGuarded() const;
public:

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@ -12,14 +12,10 @@
#include "TownBuildingInstance.h"
#include "CGTownInstance.h"
#include "../texts/CGeneralTextHandler.h"
#include "../IGameCallback.h"
#include "../gameState/CGameState.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../networkPacks/PacksForClient.h"
#include "../entities/building/CBuilding.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
@ -130,7 +126,7 @@ void TownRewardableBuildingInstance::setProperty(ObjProperty what, ObjPropertyID
void TownRewardableBuildingInstance::heroLevelUpDone(const CGHeroInstance *hero) const
{
grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero);
grantRewardAfterLevelup(configuration.info.at(selectedReward), town, hero);
}
void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
@ -154,14 +150,12 @@ void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance
void TownRewardableBuildingInstance::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
{
town->addHeroToStructureVisitors(hero, getBuildingType());
grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
grantRewardBeforeLevelup(configuration.info.at(rewardID), hero);
// hero is not blocked by levelup dialog - grant remainder immediately
if(!cb->isVisitCoveredByAnotherQuery(town, hero))
{
grantRewardAfterLevelup(cb, configuration.info.at(rewardID), town, hero);
grantRewardAfterLevelup(configuration.info.at(rewardID), town, hero);
}
}
@ -196,93 +190,42 @@ bool TownRewardableBuildingInstance::wasVisitedBefore(const CGHeroInstance * con
void TownRewardableBuildingInstance::onHeroVisit(const CGHeroInstance *h) const
{
auto grantRewardWithMessage = [&](int index) -> void
assert(town->hasBuilt(getBuildingType()));
if(town->hasBuilt(getBuildingType()))
doHeroVisit(h);
}
const IObjectInterface * TownRewardableBuildingInstance::getObject() const
{
return this;
}
bool TownRewardableBuildingInstance::wasVisited(PlayerColor player) const
{
switch (configuration.visitMode)
{
auto vi = configuration.info.at(index);
logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
town->addHeroToStructureVisitors(h, getBuildingType()); //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(this, &sd);
};
if(!town->hasBuilt(getBuildingType()))
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;
}
}
case Rewardable::VISIT_UNLIMITED:
case Rewardable::VISIT_BONUS:
case Rewardable::VISIT_HERO:
case Rewardable::VISIT_LIMITER:
return false;
case Rewardable::VISIT_ONCE:
case Rewardable::VISIT_PLAYER:
return !visitors.empty();
default:
return false;
}
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!");
}
void TownRewardableBuildingInstance::markAsVisited(const CGHeroInstance * hero) const
{
town->addHeroToStructureVisitors(hero, getBuildingType());
}
void TownRewardableBuildingInstance::markAsScouted(const CGHeroInstance * hero) const
{
// no-op - town building is always 'scouted' by owner
}

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@ -63,10 +63,14 @@ class DLL_LINKAGE TownRewardableBuildingInstance : public TownBuildingInstance,
ui16 selectedReward = 0;
std::set<ObjectInstanceID> visitors;
bool wasVisitedBefore(const CGHeroInstance * contextHero) const;
void grantReward(ui32 rewardID, const CGHeroInstance * hero) const;
bool wasVisitedBefore(const CGHeroInstance * contextHero) const override;
void grantReward(ui32 rewardID, const CGHeroInstance * hero) const override;
Rewardable::Configuration generateConfiguration(vstd::RNG & rand) const;
const IObjectInterface * getObject() const override;
bool wasVisited(PlayerColor player) const override;
void markAsVisited(const CGHeroInstance * hero) const override;
void markAsScouted(const CGHeroInstance * hero) const override;
public:
void setProperty(ObjProperty what, ObjPropertyID identifier) override;
void onHeroVisit(const CGHeroInstance * h) const override;

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@ -25,6 +25,8 @@
#include "../networkPacks/PacksForClient.h"
#include "../IGameCallback.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
std::vector<ui32> Rewardable::Interface::getAvailableRewards(const CGHeroInstance * hero, Rewardable::EEventType event) const
@ -44,8 +46,10 @@ std::vector<ui32> Rewardable::Interface::getAvailableRewards(const CGHeroInstanc
return ret;
}
void Rewardable::Interface::grantRewardBeforeLevelup(IGameCallback * cb, const Rewardable::VisitInfo & info, const CGHeroInstance * hero) const
void Rewardable::Interface::grantRewardBeforeLevelup(const Rewardable::VisitInfo & info, const CGHeroInstance * hero) const
{
auto cb = getObject()->cb;
assert(hero);
assert(hero->tempOwner.isValidPlayer());
assert(info.reward.creatures.size() <= GameConstants::ARMY_SIZE);
@ -129,8 +133,10 @@ void Rewardable::Interface::grantRewardBeforeLevelup(IGameCallback * cb, const R
cb->giveExperience(hero, expToGive);
}
void Rewardable::Interface::grantRewardAfterLevelup(IGameCallback * cb, const Rewardable::VisitInfo & info, const CArmedInstance * army, const CGHeroInstance * hero) const
void Rewardable::Interface::grantRewardAfterLevelup(const Rewardable::VisitInfo & info, const CArmedInstance * army, const CGHeroInstance * hero) const
{
auto cb = getObject()->cb;
if(info.reward.manaDiff || info.reward.manaPercentage >= 0)
cb->setManaPoints(hero->id, info.reward.calculateManaPoints(hero));
@ -216,4 +222,148 @@ void Rewardable::Interface::serializeJson(JsonSerializeFormat & handler)
configuration.serializeJson(handler);
}
void Rewardable::Interface::grantRewardWithMessage(const CGHeroInstance * contextHero, int index, bool markAsVisit) const
{
auto vi = configuration.info.at(index);
logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
// show message only if it is not empty or in infobox
if (configuration.infoWindowType != EInfoWindowMode::MODAL || !vi.message.toString().empty())
{
InfoWindow iw;
iw.player = contextHero->tempOwner;
iw.text = vi.message;
vi.reward.loadComponents(iw.components, contextHero);
iw.type = configuration.infoWindowType;
if(!iw.components.empty() || !iw.text.toString().empty())
getObject()->cb->showInfoDialog(&iw);
}
// grant reward afterwards. Note that it may remove object
if(markAsVisit)
markAsVisited(contextHero);
grantReward(index, contextHero);
}
void Rewardable::Interface::selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const
{
BlockingDialog sd(configuration.canRefuse, rewardIndices.size() > 1);
sd.player = contextHero->tempOwner;
sd.text = dialog;
sd.components = loadComponents(contextHero, rewardIndices);
getObject()->cb->showBlockingDialog(getObject(), &sd);
}
std::vector<Component> Rewardable::Interface::loadComponents(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices) const
{
std::vector<Component> result;
if (rewardIndices.empty())
return result;
if (configuration.selectMode != Rewardable::SELECT_FIRST && rewardIndices.size() > 1)
{
for (auto index : rewardIndices)
result.push_back(configuration.info.at(index).reward.getDisplayedComponent(contextHero));
}
else
{
configuration.info.at(rewardIndices.front()).reward.loadComponents(result, contextHero);
}
return result;
}
void Rewardable::Interface::grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, bool markAsVisit) const
{
if (rewardIndices.empty())
return;
for (auto index : rewardIndices)
{
// TODO: Merge all rewards of same type, with single message?
grantRewardWithMessage(contextHero, index, false);
}
// Mark visited only after all rewards were processed
if(markAsVisit)
markAsVisited(contextHero);
}
void Rewardable::Interface::doHeroVisit(const CGHeroInstance *h) const
{
if(!wasVisitedBefore(h))
{
auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
bool objectRemovalPossible = false;
for(auto index : rewards)
{
if(configuration.info.at(index).reward.removeObject)
objectRemovalPossible = true;
}
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(h, emptyRewards[0], false);
else
logMod->warn("No applicable message for visiting empty object!");
break;
}
case 1: // one reward. Just give it with message
{
if (configuration.canRefuse)
selectRewardWithMessage(h, rewards, configuration.info.at(rewards.front()).message);
else
grantRewardWithMessage(h, rewards.front(), true);
break;
}
default: // multiple rewards. Act according to select mode
{
switch (configuration.selectMode) {
case Rewardable::SELECT_PLAYER: // player must select
selectRewardWithMessage(h, rewards, configuration.onSelect);
break;
case Rewardable::SELECT_FIRST: // give first available
if (configuration.canRefuse)
selectRewardWithMessage(h, { rewards.front() }, configuration.info.at(rewards.front()).message);
else
grantRewardWithMessage(h, rewards.front(), true);
break;
case Rewardable::SELECT_RANDOM: // give random
{
ui32 rewardIndex = *RandomGeneratorUtil::nextItem(rewards, getObject()->cb->getRandomGenerator());
if (configuration.canRefuse)
selectRewardWithMessage(h, { rewardIndex }, configuration.info.at(rewardIndex).message);
else
grantRewardWithMessage(h, rewardIndex, true);
break;
}
case Rewardable::SELECT_ALL: // grant all possible
grantAllRewardsWithMessage(h, rewards, true);
break;
}
break;
}
}
if(!objectRemovalPossible && getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())
markAsScouted(h);
}
else
{
logGlobal->debug("Revisiting already visited object");
if (!wasVisited(h->getOwner()))
markAsScouted(h);
auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
if (!visitedRewards.empty())
grantRewardWithMessage(h, visitedRewards[0], false);
else
logMod->warn("No applicable message for visiting already visited object!");
}
}
VCMI_LIB_NAMESPACE_END

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@ -15,7 +15,7 @@
VCMI_LIB_NAMESPACE_BEGIN
class IGameCallback;
class IObjectInterface;
namespace Rewardable
{
@ -30,11 +30,24 @@ private:
protected:
/// function that must be called if hero got level-up during grantReward call
virtual void grantRewardAfterLevelup(IGameCallback * cb, const Rewardable::VisitInfo & reward, const CArmedInstance * army, const CGHeroInstance * hero) const;
void grantRewardAfterLevelup(const Rewardable::VisitInfo & reward, const CArmedInstance * army, const CGHeroInstance * hero) const;
/// grants reward to hero
virtual void grantRewardBeforeLevelup(IGameCallback * cb, const Rewardable::VisitInfo & reward, const CGHeroInstance * hero) const;
void grantRewardBeforeLevelup(const Rewardable::VisitInfo & reward, const CGHeroInstance * hero) const;
virtual void grantRewardWithMessage(const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const;
void selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const;
void grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32>& rewardIndices, bool markAsVisit) const;
std::vector<Component> loadComponents(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices) const;
void doHeroVisit(const CGHeroInstance *h) const;
virtual const IObjectInterface * getObject() const = 0;
virtual bool wasVisitedBefore(const CGHeroInstance * hero) const = 0;
virtual bool wasVisited(PlayerColor player) const = 0;
virtual void markAsVisited(const CGHeroInstance * hero) const = 0;
virtual void markAsScouted(const CGHeroInstance * hero) const = 0;
virtual void grantReward(ui32 rewardID, const CGHeroInstance * hero) const = 0;
public:
/// filters list of visit info and returns rewards that can be granted to current hero

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@ -1194,7 +1194,7 @@ void CGameHandler::visitCastleObjects(const CGTownInstance * t, std::vector<cons
for (auto & building : t->rewardableBuildings)
{
if (!t->town->buildings.at(building.first)->manualHeroVisit)
if (!t->town->buildings.at(building.first)->manualHeroVisit && t->hasBuilt(building.first))
buildingsToVisit.push_back(building.first);
}