/* * CGTownInstance.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CGTownInstance.h" #include "CObjectClassesHandler.h" #include "../spells/CSpellHandler.h" #include "../NetPacks.h" #include "../CConfigHandler.h" #include "../CGeneralTextHandler.h" #include "../CModHandler.h" #include "../IGameCallback.h" #include "../CGameState.h" #include "../mapping/CMap.h" #include "../CPlayerState.h" #include "../TerrainHandler.h" #include "../serializer/JsonSerializeFormat.h" #include "../HeroBonus.h" VCMI_LIB_NAMESPACE_BEGIN std::vector CGTownInstance::merchantArtifacts; std::vector CGTownInstance::universitySkills; CSpecObjInfo::CSpecObjInfo(): owner(nullptr) { } void CCreGenAsCastleInfo::serializeJson(JsonSerializeFormat & handler) { handler.serializeString("sameAsTown", instanceId); if(!handler.saving) { asCastle = !instanceId.empty(); allowedFactions.clear(); } if(!asCastle) { std::vector standard; standard.resize(VLC->townh->size(), true); JsonSerializeFormat::LIC allowedLIC(standard, &FactionID::decode, &FactionID::encode); allowedLIC.any = allowedFactions; handler.serializeLIC("allowedFactions", allowedLIC); if(!handler.saving) { allowedFactions = allowedLIC.any; } } } void CCreGenLeveledInfo::serializeJson(JsonSerializeFormat & handler) { handler.serializeInt("minLevel", minLevel, static_cast(1)); handler.serializeInt("maxLevel", maxLevel, static_cast(7)); if(!handler.saving) { //todo: safely allow any level > 7 vstd::amax(minLevel, 1); vstd::amin(minLevel, 7); vstd::abetween(maxLevel, minLevel, 7); } } void CCreGenLeveledCastleInfo::serializeJson(JsonSerializeFormat & handler) { CCreGenAsCastleInfo::serializeJson(handler); CCreGenLeveledInfo::serializeJson(handler); } CGDwelling::CGDwelling() : info(nullptr) { } CGDwelling::~CGDwelling() { vstd::clear_pointer(info); } void CGDwelling::initObj(CRandomGenerator & rand) { switch(ID) { case Obj::CREATURE_GENERATOR1: case Obj::CREATURE_GENERATOR4: { VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand); if (getOwner() != PlayerColor::NEUTRAL) cb->gameState()->players[getOwner()].dwellings.emplace_back(this); assert(!creatures.empty()); assert(!creatures[0].second.empty()); break; } case Obj::REFUGEE_CAMP: //is handled within newturn func break; case Obj::WAR_MACHINE_FACTORY: creatures.resize(3); creatures[0].second.emplace_back(CreatureID::BALLISTA); creatures[1].second.emplace_back(CreatureID::FIRST_AID_TENT); creatures[2].second.emplace_back(CreatureID::AMMO_CART); break; default: assert(0); break; } } void CGDwelling::initRandomObjectInfo() { vstd::clear_pointer(info); switch(ID) { case Obj::RANDOM_DWELLING: info = new CCreGenLeveledCastleInfo(); break; case Obj::RANDOM_DWELLING_LVL: info = new CCreGenAsCastleInfo(); break; case Obj::RANDOM_DWELLING_FACTION: info = new CCreGenLeveledInfo(); break; } if(info) info->owner = this; } void CGDwelling::setPropertyDer(ui8 what, ui32 val) { switch (what) { case ObjProperty::OWNER: //change owner if (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR2 || ID == Obj::CREATURE_GENERATOR3 || ID == Obj::CREATURE_GENERATOR4) { if (tempOwner != PlayerColor::NEUTRAL) { std::vector >* dwellings = &cb->gameState()->players[tempOwner].dwellings; dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this)); } if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral? cb->gameState()->players[PlayerColor(val)].dwellings.emplace_back(this); } break; case ObjProperty::AVAILABLE_CREATURE: creatures.resize(1); creatures[0].second.resize(1); creatures[0].second[0] = CreatureID(val); break; } } void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const { if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres { InfoWindow iw; iw.type = EInfoWindowMode::AUTO; iw.player = h->tempOwner; iw.text.addTxt(MetaString::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week. iw.text.addReplacement(MetaString::OBJ_NAMES, ID); cb->sendAndApply(&iw); return; } PlayerRelations::PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner ); if ( relations == PlayerRelations::ALLIES ) return;//do not allow recruiting or capturing if( !relations && stacksCount() > 0) //object is guarded, owned by enemy { BlockingDialog bd(true,false); bd.player = h->tempOwner; bd.text.addTxt(MetaString::GENERAL_TXT, 421); //Much to your dismay, the %s is guarded by %s %s. Do you wish to fight the guards? bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID); if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool()) bd.text.addReplacement(CCreature::getQuantityRangeStringForId(Slots().begin()->second->getQuantityID())); else bd.text.addReplacement(MetaString::ARRAY_TXT, 173 + (int)Slots().begin()->second->getQuantityID()*3); bd.text.addReplacement(*Slots().begin()->second); cb->showBlockingDialog(&bd); return; } // TODO this shouldn't be hardcoded if(!relations && ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP) { cb->setOwner(this, h->tempOwner); } BlockingDialog bd (true,false); bd.player = h->tempOwner; if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4) { bd.text.addTxt(MetaString::ADVOB_TXT, ID == Obj::CREATURE_GENERATOR1 ? 35 : 36); //{%s} Would you like to recruit %s? / {%s} Would you like to recruit %s, %s, %s, or %s? bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID); for(const auto & elem : creatures) bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]); } else if(ID == Obj::REFUGEE_CAMP) { bd.text.addTxt(MetaString::ADVOB_TXT, 35); //{%s} Would you like to recruit %s? bd.text.addReplacement(MetaString::OBJ_NAMES, ID); for(const auto & elem : creatures) bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]); } else if(ID == Obj::WAR_MACHINE_FACTORY) bd.text.addTxt(MetaString::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines? else throw std::runtime_error("Illegal dwelling!"); cb->showBlockingDialog(&bd); } void CGDwelling::newTurn(CRandomGenerator & rand) const { if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week return; //town growths and War Machines Factories are handled separately if(ID == Obj::TOWN || ID == Obj::WAR_MACHINE_FACTORY) return; if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature { cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster(rand)); } bool change = false; SetAvailableCreatures sac; sac.creatures = creatures; sac.tid = id; for (size_t i = 0; i < creatures.size(); i++) { if(!creatures[i].second.empty()) { CCreature *cre = VLC->creh->objects[creatures[i].second[0]]; TQuantity amount = cre->growth * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH); if (VLC->modh->settings.DWELLINGS_ACCUMULATE_CREATURES && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures sac.creatures[i].first += amount; else sac.creatures[i].first = amount; change = true; } } if(change) cb->sendAndApply(&sac); updateGuards(); } void CGDwelling::updateGuards() const { //TODO: store custom guard config and use it //TODO: store boolean flag for guards bool guarded = false; //default condition - creatures are of level 5 or higher for (auto creatureEntry : creatures) { if (VLC->creh->objects[creatureEntry.second.at(0)]->level >= 5 && ID != Obj::REFUGEE_CAMP) { guarded = true; break; } } if (guarded) { for (auto creatureEntry : creatures) { const CCreature * crea = VLC->creh->objects[creatureEntry.second.at(0)]; SlotID slot = getSlotFor(crea->idNumber); if (hasStackAtSlot(slot)) //stack already exists, overwrite it { ChangeStackCount csc; csc.army = this->id; csc.slot = slot; csc.count = crea->growth * 3; csc.absoluteValue = true; cb->sendAndApply(&csc); } else //slot is empty, create whole new stack { InsertNewStack ns; ns.army = this->id; ns.slot = slot; ns.type = crea->idNumber; ns.count = crea->growth * 3; cb->sendAndApply(&ns); } } } } void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const { CreatureID crid = creatures[0].second[0]; CCreature *crs = VLC->creh->objects[crid]; TQuantity count = creatures[0].first; if(crs->level == 1 && ID != Obj::REFUGEE_CAMP) //first level - creatures are for free { if(count) //there are available creatures { SlotID slot = h->getSlotFor(crid); if(!slot.validSlot()) //no available slot { InfoWindow iw; iw.type = EInfoWindowMode::AUTO; iw.player = h->tempOwner; iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them. iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid); cb->showInfoDialog(&iw); } else //give creatures { SetAvailableCreatures sac; sac.tid = id; sac.creatures = creatures; sac.creatures[0].first = 0; InfoWindow iw; iw.type = EInfoWindowMode::AUTO; iw.player = h->tempOwner; iw.text.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army. iw.text.addReplacement(count); iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid); cb->showInfoDialog(&iw); cb->sendAndApply(&sac); cb->addToSlot(StackLocation(h, slot), crs, count); } } else //there no creatures { InfoWindow iw; iw.type = EInfoWindowMode::AUTO; iw.text.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit. iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid); iw.player = h->tempOwner; cb->sendAndApply(&iw); } } else { if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines { //there is 1 war machine available to recruit if hero doesn't have one SetAvailableCreatures sac; sac.tid = id; sac.creatures = creatures; sac.creatures[0].first = !h->getArt(ArtifactPosition::MACH1); //ballista sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart cb->sendAndApply(&sac); } OpenWindow ow; ow.id1 = id.getNum(); ow.id2 = h->id.getNum(); ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP) ? EOpenWindowMode::RECRUITMENT_FIRST : EOpenWindowMode::RECRUITMENT_ALL; cb->sendAndApply(&ow); } } void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const { if (result.winner == 0) { onHeroVisit(hero); } } void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const { auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner()); if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present { if(answer) cb->startBattleI(hero, this); } else if(answer) { heroAcceptsCreatures(hero); } } void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler) { if(!handler.saving) initRandomObjectInfo(); switch (ID) { case Obj::WAR_MACHINE_FACTORY: case Obj::REFUGEE_CAMP: //do nothing break; case Obj::RANDOM_DWELLING: case Obj::RANDOM_DWELLING_LVL: case Obj::RANDOM_DWELLING_FACTION: info->serializeJson(handler); //fall through default: serializeJsonOwner(handler); break; } } int CGTownInstance::getSightRadius() const //returns sight distance { auto ret = CBuilding::HEIGHT_NO_TOWER; for(const auto & bid : builtBuildings) { if(bid.IsSpecialOrGrail()) { auto height = town->buildings.at(bid)->height; if(ret < height) ret = height; } } return ret; } 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()); break; case ObjProperty::STRUCTURE_CLEAR_VISITORS: 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()); break; case ObjProperty::BONUS_VALUE_FIRST: bonusValue.first = val; break; case ObjProperty::BONUS_VALUE_SECOND: bonusValue.second = val; break; } } CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle { if (hasBuilt(BuildingID::CASTLE)) return CASTLE; if (hasBuilt(BuildingID::CITADEL)) return CITADEL; if (hasBuilt(BuildingID::FORT)) return FORT; return NONE; } int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol { if (hasBuilt(BuildingID::CAPITOL)) return 3; if (hasBuilt(BuildingID::CITY_HALL)) return 2; if (hasBuilt(BuildingID::TOWN_HALL)) return 1; if (hasBuilt(BuildingID::VILLAGE_HALL)) return 0; return -1; } int CGTownInstance::mageGuildLevel() const { if (hasBuilt(BuildingID::MAGES_GUILD_5)) return 5; if (hasBuilt(BuildingID::MAGES_GUILD_4)) return 4; if (hasBuilt(BuildingID::MAGES_GUILD_3)) return 3; if (hasBuilt(BuildingID::MAGES_GUILD_2)) return 2; if (hasBuilt(BuildingID::MAGES_GUILD_1)) return 1; return 0; } int CGTownInstance::getHordeLevel(const int & HID) const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present { return town->hordeLvl.at(HID); } int CGTownInstance::creatureGrowth(const int & level) const { return getGrowthInfo(level).totalGrowth(); } GrowthInfo CGTownInstance::getGrowthInfo(int level) const { GrowthInfo ret; if (level<0 || level >=GameConstants::CREATURES_PER_TOWN) return ret; if (creatures[level].second.empty()) return ret; //no dwelling const CCreature *creature = VLC->creh->objects[creatures[level].second.back()]; const int base = creature->growth; int castleBonus = 0; ret.entries.emplace_back(VLC->generaltexth->allTexts[590], base); // \n\nBasic growth %d" if (hasBuilt(BuildingID::CASTLE)) ret.entries.emplace_back(subID, BuildingID::CASTLE, castleBonus = base); else if (hasBuilt(BuildingID::CITADEL)) ret.entries.emplace_back(subID, BuildingID::CITADEL, castleBonus = base / 2); if(town->hordeLvl.at(0) == level)//horde 1 if(hasBuilt(BuildingID::HORDE_1)) ret.entries.emplace_back(subID, BuildingID::HORDE_1, creature->hordeGrowth); if(town->hordeLvl.at(1) == level)//horde 2 if(hasBuilt(BuildingID::HORDE_2)) ret.entries.emplace_back(subID, BuildingID::HORDE_2, creature->hordeGrowth); //statue-of-legion-like bonus: % to base+castle TConstBonusListPtr bonuses2 = getBonuses(Selector::type()(Bonus::CREATURE_GROWTH_PERCENT)); for(const auto & b : *bonuses2) { const auto growth = b->val * (base + castleBonus) / 100; ret.entries.emplace_back(growth, b->Description(growth)); } //other *-of-legion-like bonuses (%d to growth cumulative with grail) TConstBonusListPtr bonuses = getBonuses(Selector::type()(Bonus::CREATURE_GROWTH).And(Selector::subtype()(level))); for(const auto & b : *bonuses) ret.entries.emplace_back(b->val, b->Description()); int dwellingBonus = 0; if(const PlayerState *p = cb->getPlayerState(tempOwner, false)) { dwellingBonus = getDwellingBonus(creatures[level].second, p->dwellings); } if(dwellingBonus) ret.entries.emplace_back(VLC->generaltexth->allTexts[591], dwellingBonus); // \nExternal dwellings %+d if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth ret.entries.emplace_back(subID, BuildingID::GRAIL, ret.totalGrowth() / 2); return ret; } int CGTownInstance::getDwellingBonus(const std::vector& creatureIds, const std::vector >& dwellings) const { int totalBonus = 0; for (const auto& dwelling : dwellings) { for (const auto& creature : dwelling->creatures) { totalBonus += vstd::contains(creatureIds, creature.second[0]) ? 1 : 0; } } return totalBonus; } TResources CGTownInstance::dailyIncome() const { TResources ret; for(const auto & p : town->buildings) { BuildingID buildingUpgrade; for(const auto & p2 : town->buildings) { if (p2.second->upgrade == p.first) { buildingUpgrade = p2.first; } } if (!hasBuilt(buildingUpgrade)&&(hasBuilt(p.first))) { ret += p.second->produce; } } return ret; } bool CGTownInstance::hasFort() const { return hasBuilt(BuildingID::FORT); } bool CGTownInstance::hasCapitol() const { return hasBuilt(BuildingID::CAPITOL); } CGTownInstance::CGTownInstance(): IShipyard(this), IMarket(this), town(nullptr), builded(0), destroyed(0), identifier(0), alignment(0xff) { this->setNodeType(CBonusSystemNode::TOWN); } CGTownInstance::~CGTownInstance() { for (auto & elem : bonusingBuildings) delete elem; } int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const { if(checkGuild && mageGuildLevel() < level) return 0; int ret = 6 - level; //how many spells are available at this level if (hasBuilt(BuildingSubID::LIBRARY)) ret++; return ret; } bool CGTownInstance::needsLastStack() const { return garrisonHero != nullptr; } void CGTownInstance::setOwner(const PlayerColor & player) const { removeCapitols(player); cb->setOwner(this, player); } void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const { if(!cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ))//if this is enemy { if(armedGarrison() || visitingHero) { const CGHeroInstance * defendingHero = visitingHero ? visitingHero : garrisonHero; const CArmedInstance * defendingArmy = defendingHero ? (CArmedInstance *)defendingHero : this; const bool isBattleOutside = isBattleOutsideTown(defendingHero); if(!isBattleOutside && visitingHero && defendingHero == visitingHero) { //we have two approaches to merge armies: mergeGarrisonOnSiege() and used in the CGameHandler::garrisonSwap(ObjectInstanceID tid) auto * nodeSiege = defendingHero->whereShouldBeAttachedOnSiege(isBattleOutside); if(nodeSiege == (CBonusSystemNode *)this) cb->swapGarrisonOnSiege(this->id); const_cast(defendingHero)->inTownGarrison = false; //hack to return visitor from garrison after battle } cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (isBattleOutside ? nullptr : this)); } else { auto heroColor = h->getOwner(); onTownCaptured(heroColor); if(cb->gameState()->getPlayerStatus(heroColor) == EPlayerStatus::WINNER) { return; //we just won game, we do not need to perform any extra actions //TODO: check how does H3 behave, visiting town on victory can affect campaigns (spells learned, +1 stat building visited) } cb->heroVisitCastle(this, h); } } else if(h->visitablePos() == visitablePos()) { bool commander_recover = h->commander && !h->commander->alive; if (commander_recover) // rise commander from dead { SetCommanderProperty scp; scp.heroid = h->id; scp.which = SetCommanderProperty::ALIVE; scp.amount = 1; cb->sendAndApply(&scp); } cb->heroVisitCastle(this, h); // TODO(vmarkovtsev): implement payment for rising the commander if (commander_recover) // info window about commander { InfoWindow iw; iw.player = h->tempOwner; iw.text << h->commander->getName(); iw.components.emplace_back(*h->commander); cb->showInfoDialog(&iw); } } else { logGlobal->error("%s visits allied town of %s from different pos?", h->getNameTranslated(), name); } } void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const { //FIXME: find out why this issue appears on random maps if(visitingHero == h) { cb->stopHeroVisitCastle(this, h); logGlobal->trace("%s correctly left town %s", h->getNameTranslated(), name); } else logGlobal->warn("Warning, %s tries to leave the town %s but hero is not inside.", h->getNameTranslated(), name); } std::string CGTownInstance::getObjectName() const { return name + ", " + town->faction->getNameTranslated(); } bool CGTownInstance::townEnvisagesBuilding(BuildingSubID::EBuildingSubID subId) const { return town->getBuildingType(subId) != BuildingID::NONE; } void CGTownInstance::initOverriddenBids() { for(const auto & bid : builtBuildings) { const auto & overrideThem = town->buildings.at(bid)->overrideBids; for(const auto & overrideIt : overrideThem) overriddenBuildings.insert(overrideIt); } } bool CGTownInstance::isBonusingBuildingAdded(BuildingID::EBuildingID bid) const { auto present = std::find_if(bonusingBuildings.begin(), bonusingBuildings.end(), [&](CGTownBuilding* building) { return building->getBuildingType().num == bid; }); return present != bonusingBuildings.end(); } //it does not check hasBuilt because this check is in the OnHeroVisit handler void CGTownInstance::tryAddOnePerWeekBonus(BuildingSubID::EBuildingSubID subID) { auto bid = town->getBuildingType(subID); if(bid != BuildingID::NONE && !isBonusingBuildingAdded(bid)) bonusingBuildings.push_back(new COPWBonus(bid, subID, this)); } void CGTownInstance::tryAddVisitingBonus(BuildingSubID::EBuildingSubID subID) { auto bid = town->getBuildingType(subID); if(bid != BuildingID::NONE && !isBonusingBuildingAdded(bid)) bonusingBuildings.push_back(new CTownBonus(bid, subID, this)); } void CGTownInstance::addTownBonuses() { for(const auto & kvp : town->buildings) { if(vstd::contains(overriddenBuildings, kvp.first)) continue; if(kvp.second->IsVisitingBonus()) bonusingBuildings.push_back(new CTownBonus(kvp.second->bid, kvp.second->subId, this)); if(kvp.second->IsWeekBonus()) bonusingBuildings.push_back(new COPWBonus(kvp.second->bid, kvp.second->subId, this)); } } TDmgRange CGTownInstance::getTowerDamageRange() const { assert(hasBuilt(BuildingID::CASTLE)); // http://heroes.thelazy.net/wiki/Arrow_tower // base damage, irregardless of town level static constexpr int baseDamage = 6; // extra damage, for each building in town static constexpr int extraDamage = 1; const int minDamage = baseDamage + extraDamage * getTownLevel(); return { minDamage, minDamage * 2 }; } TDmgRange CGTownInstance::getKeepDamageRange() const { assert(hasBuilt(BuildingID::CITADEL)); // http://heroes.thelazy.net/wiki/Arrow_tower // base damage, irregardless of town level static constexpr int baseDamage = 10; // extra damage, for each building in town static constexpr int extraDamage = 2; const int minDamage = baseDamage + extraDamage * getTownLevel(); return { minDamage, minDamage * 2 }; } void CGTownInstance::deleteTownBonus(BuildingID::EBuildingID bid) { size_t i = 0; CGTownBuilding * freeIt = nullptr; for(i = 0; i != bonusingBuildings.size(); i++) { if(bonusingBuildings[i]->getBuildingType() == bid) { freeIt = bonusingBuildings[i]; break; } } if(freeIt == nullptr) return; auto building = town->buildings.at(bid); auto isVisitingBonus = building->IsVisitingBonus(); auto isWeekBonus = building->IsWeekBonus(); if(!isVisitingBonus && !isWeekBonus) return; bonusingBuildings.erase(bonusingBuildings.begin() + i); delete freeIt; } void CGTownInstance::initObj(CRandomGenerator & rand) ///initialize town structures { blockVisit = true; if(townEnvisagesBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example creatures.resize(GameConstants::CREATURES_PER_TOWN + 1); else creatures.resize(GameConstants::CREATURES_PER_TOWN); for (int level = 0; level < GameConstants::CREATURES_PER_TOWN; level++) { BuildingID buildID = BuildingID(BuildingID::DWELL_FIRST).advance(level); int upgradeNum = 0; for (; town->buildings.count(buildID); upgradeNum++, buildID.advance(GameConstants::CREATURES_PER_TOWN)) { if (hasBuilt(buildID) && town->creatures.at(level).size() > upgradeNum) creatures[level].second.push_back(town->creatures[level][upgradeNum]); } } initOverriddenBids(); addTownBonuses(); //add special bonuses from buildings to the bonusingBuildings vector. recreateBuildingsBonuses(); updateAppearance(); } bool CGTownInstance::hasBuiltInOldWay(ETownType::ETownType type, const BuildingID & bid) const { return (this->town->faction != nullptr && this->town->faction->getIndex() == type && hasBuilt(bid)); } void CGTownInstance::newTurn(CRandomGenerator & rand) const { if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week { //give resources if there's a Mystic Pond if (hasBuilt(BuildingSubID::MYSTIC_POND) && cb->getDate(Date::DAY) != 1 && (tempOwner < PlayerColor::PLAYER_LIMIT) ) { int resID = rand.nextInt(2, 5); //bonus to random rare resource resID = (resID==2)?1:resID; int resVal = rand.nextInt(1, 4);//with size 1..4 cb->giveResource(tempOwner, static_cast(resID), resVal); cb->setObjProperty (id, ObjProperty::BONUS_VALUE_FIRST, resID); cb->setObjProperty (id, ObjProperty::BONUS_VALUE_SECOND, resVal); } const auto * manaVortex = getBonusingBuilding(BuildingSubID::MANA_VORTEX); if (manaVortex != nullptr) cb->setObjProperty(id, ObjProperty::STRUCTURE_CLEAR_VISITORS, manaVortex->indexOnTV); //reset visitors for Mana Vortex //get Mana Vortex or Stables bonuses //same code is in the CGameHandler::buildStructure method if (visitingHero != nullptr) cb->visitCastleObjects(this, visitingHero); if (garrisonHero != nullptr) cb->visitCastleObjects(this, garrisonHero); if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns { std::vector nativeCrits; //slots for(const auto & elem : Slots()) { if (elem.second->type->faction == subID) //native { nativeCrits.push_back(elem.first); //collect matching slots } } 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->growth); } else //upgrade { 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]->growth; {//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); } } } } } } } /* int3 CGTownInstance::getSightCenter() const { return pos - int3(2,0,0); } */ bool CGTownInstance::passableFor(PlayerColor color) const { if (!armedGarrison())//empty castle - anyone can visit return true; if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit return false; return cb->getPlayerRelations(tempOwner, color) != PlayerRelations::ENEMIES; } void CGTownInstance::getOutOffsets( std::vector &offsets ) const { offsets = {int3(-1,2,0), int3(-3,2,0)}; } void CGTownInstance::mergeGarrisonOnSiege() const { auto getWeakestStackSlot = [&](ui64 powerLimit) { std::vector weakSlots; auto stacksList = visitingHero->stacks; std::pair pair; while(!stacksList.empty()) { pair = *vstd::minElementByFun(stacksList, [&](const std::pair & elem) { return elem.second->getPower(); }); if(powerLimit > pair.second->getPower() && (weakSlots.empty() || pair.second->getPower() == visitingHero->getStack(weakSlots.front()).getPower())) { weakSlots.push_back(pair.first); stacksList.erase(pair.first); } else break; } if(!weakSlots.empty()) return *std::max_element(weakSlots.begin(), weakSlots.end()); return SlotID(); }; auto count = static_cast(stacks.size()); for(int i = 0; i < count; i++) { auto pair = *vstd::maxElementByFun(stacks, [&](const std::pair & elem) { ui64 power = elem.second->getPower(); auto dst = visitingHero->getSlotFor(elem.second->getCreatureID()); if(dst.validSlot() && visitingHero->hasStackAtSlot(dst)) power += visitingHero->getStack(dst).getPower(); return power; }); auto dst = visitingHero->getSlotFor(pair.second->getCreatureID()); if(dst.validSlot()) cb->moveStack(StackLocation(this, pair.first), StackLocation(visitingHero, dst), -1); else { dst = getWeakestStackSlot(static_cast(pair.second->getPower())); if(dst.validSlot()) cb->swapStacks(StackLocation(this, pair.first), StackLocation(visitingHero, dst)); } } } void CGTownInstance::removeCapitols(const PlayerColor & owner) const { if (hasCapitol()) // search if there's an older capitol { PlayerState* state = cb->gameState()->getPlayerState(owner); //get all towns owned by player for (auto i = state->towns.cbegin(); i < state->towns.cend(); ++i) { if (*i != this && (*i)->hasCapitol()) { RazeStructures rs; rs.tid = id; rs.bid.insert(BuildingID::CAPITOL); rs.destroyed = destroyed; cb->sendAndApply(&rs); return; } } } } void CGTownInstance::clearArmy() const { while(!stacks.empty()) { cb->eraseStack(StackLocation(this, stacks.begin()->first)); } } int CGTownInstance::getBoatType() const { switch (town->faction->alignment) { case EAlignment::EVIL : return 0; case EAlignment::GOOD : return 1; case EAlignment::NEUTRAL : return 2; } assert(0); return -1; } int CGTownInstance::getMarketEfficiency() const { if(!hasBuiltSomeTradeBuilding()) return 0; const PlayerState *p = cb->getPlayerState(tempOwner); assert(p); int marketCount = 0; for(const CGTownInstance *t : p->towns) if(t->hasBuiltSomeTradeBuilding()) marketCount++; return marketCount; } bool CGTownInstance::allowsTrade(EMarketMode::EMarketMode mode) const { switch(mode) { case EMarketMode::RESOURCE_RESOURCE: case EMarketMode::RESOURCE_PLAYER: return hasBuilt(BuildingID::MARKETPLACE); case EMarketMode::ARTIFACT_RESOURCE: case EMarketMode::RESOURCE_ARTIFACT: return hasBuilt(BuildingSubID::ARTIFACT_MERCHANT); case EMarketMode::CREATURE_RESOURCE: return hasBuilt(BuildingSubID::FREELANCERS_GUILD); case EMarketMode::CREATURE_UNDEAD: return hasBuilt(BuildingSubID::CREATURE_TRANSFORMER); case EMarketMode::RESOURCE_SKILL: return hasBuilt(BuildingSubID::MAGIC_UNIVERSITY); default: assert(0); return false; } } std::vector CGTownInstance::availableItemsIds(EMarketMode::EMarketMode mode) const { if(mode == EMarketMode::RESOURCE_ARTIFACT) { std::vector ret; for(const CArtifact *a : merchantArtifacts) if(a) ret.push_back(a->getId()); else ret.push_back(-1); return ret; } else if ( mode == EMarketMode::RESOURCE_SKILL ) { return universitySkills; } else return IMarket::availableItemsIds(mode); } void CGTownInstance::setType(si32 ID, si32 subID) { assert(ID == Obj::TOWN); // just in case CGObjectInstance::setType(ID, subID); town = (*VLC->townh)[subID]->town; randomizeArmy(subID); updateAppearance(); } void CGTownInstance::updateAppearance() { auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId(); //FIXME: not the best way to do this auto app = VLC->objtypeh->getHandlerFor(ID, subID)->getOverride(terrain, this); if (app) appearance = app; } std::string CGTownInstance::nodeName() const { return "Town (" + (town ? town->faction->getNameTranslated() : "unknown") + ") of " + name; } void CGTownInstance::deserializationFix() { attachTo(townAndVis); //Hero is already handled by CGameState::attachArmedObjects // if(visitingHero) // visitingHero->attachTo(&townAndVis); // if(garrisonHero) // garrisonHero->attachTo(this); } void CGTownInstance::updateMoraleBonusFromArmy() { auto b = getExportedBonusList().getFirst(Selector::sourceType()(Bonus::ARMY).And(Selector::type()(Bonus::MORALE))); if(!b) { b = std::make_shared(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1); addNewBonus(b); } if (garrisonHero) { b->val = 0; CBonusSystemNode::treeHasChanged(); } else CArmedInstance::updateMoraleBonusFromArmy(); } void CGTownInstance::recreateBuildingsBonuses() { BonusList bl; getExportedBonusList().getBonuses(bl, Selector::sourceType()(Bonus::TOWN_STRUCTURE)); for(const auto & b : bl) removeBonus(b); for(const auto & bid : builtBuildings) { if(vstd::contains(overriddenBuildings, bid)) //tricky! -> checks tavern only if no bratherhood of sword continue; auto building = town->buildings.at(bid); if(building->buildingBonuses.empty()) continue; for(auto & bonus : building->buildingBonuses) { if(bonus->limiter && bonus->effectRange == Bonus::ONLY_ENEMY_ARMY) //ONLY_ENEMY_ARMY is only mark for OppositeSide limiter to avoid extra dynamic_cast. { auto bCopy = std::make_shared(*bonus); //just a copy of the shared_ptr has been changed and reassigned. bCopy->limiter = std::make_shared(this->getOwner()); addNewBonus(bCopy); continue; } if(bonus->propagator != nullptr && bonus->propagator->getPropagatorType() == ALL_CREATURES) VLC->creh->addBonusForAllCreatures(bonus); else addNewBonus(bonus); } } } void CGTownInstance::setVisitingHero(CGHeroInstance *h) { assert(!!visitingHero == !h); if(h) { PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner); assert(p); h->detachFrom(*p); h->attachTo(townAndVis); visitingHero = h; h->visitedTown = this; h->inTownGarrison = false; } else { PlayerState *p = cb->gameState()->getPlayerState(visitingHero->tempOwner); visitingHero->visitedTown = nullptr; visitingHero->detachFrom(townAndVis); visitingHero->attachTo(*p); visitingHero = nullptr; } } void CGTownInstance::setGarrisonedHero(CGHeroInstance *h) { assert(!!garrisonHero == !h); if(h) { PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner); assert(p); h->detachFrom(*p); h->attachTo(*this); garrisonHero = h; h->visitedTown = this; h->inTownGarrison = true; } else { PlayerState *p = cb->gameState()->getPlayerState(garrisonHero->tempOwner); garrisonHero->visitedTown = nullptr; garrisonHero->inTownGarrison = false; garrisonHero->detachFrom(*this); garrisonHero->attachTo(*p); garrisonHero = nullptr; } updateMoraleBonusFromArmy(); //avoid giving morale bonus for same army twice } bool CGTownInstance::armedGarrison() const { return !stacks.empty() || garrisonHero; } const CTown * CGTownInstance::getTown() const { if(ID == Obj::RANDOM_TOWN) return VLC->townh->randomTown; else { if(nullptr == town) { return (*VLC->townh)[subID]->town; } else return town; } } int CGTownInstance::getTownLevel() const { // count all buildings that are not upgrades int level = 0; for(const auto & bid : builtBuildings) { if(town->buildings.at(bid)->upgrade == BuildingID::NONE) level++; } return level; } CBonusSystemNode & CGTownInstance::whatShouldBeAttached() { return townAndVis; } std::string CGTownInstance::getNameTranslated() const { return name; } void CGTownInstance::setNameTranslated( const std::string & newName ) { name = newName; } const CArmedInstance * CGTownInstance::getUpperArmy() const { if(garrisonHero) return garrisonHero; return this; } const CGTownBuilding * CGTownInstance::getBonusingBuilding(BuildingSubID::EBuildingSubID subId) const { for(auto * const building : bonusingBuildings) { if(building->getBuildingSubtype() == subId) return building; } return nullptr; } bool CGTownInstance::hasBuiltSomeTradeBuilding() const { for(const auto & bid : builtBuildings) { if(town->buildings.at(bid)->IsTradeBuilding()) return true; } return false; } bool CGTownInstance::hasBuilt(BuildingSubID::EBuildingSubID buildingID) const { for(const auto & bid : builtBuildings) { if(town->buildings.at(bid)->subId == buildingID) return true; } return false; } bool CGTownInstance::hasBuilt(const BuildingID & buildingID) const { return vstd::contains(builtBuildings, buildingID); } bool CGTownInstance::hasBuilt(const BuildingID & buildingID, int townID) const { if (townID == town->faction->getIndex() || townID == ETownType::ANY) return hasBuilt(buildingID); return false; } TResources CGTownInstance::getBuildingCost(const BuildingID & buildingID) const { if (vstd::contains(town->buildings, buildingID)) return town->buildings.at(buildingID)->resources; else { logGlobal->error("Town %s at %s has no possible building %d!", name, pos.toString(), buildingID.toEnum()); return TResources(); } } CBuilding::TRequired CGTownInstance::genBuildingRequirements(const BuildingID & buildID, bool deep) const { const CBuilding * building = town->buildings.at(buildID); //TODO: find better solution to prevent infinite loops std::set processed; std::function dependTest = [&](const BuildingID & id) -> CBuilding::TRequired::Variant { const CBuilding * build = town->buildings.at(id); CBuilding::TRequired::OperatorAll requirements; if (!hasBuilt(id)) { if (deep) requirements.expressions.emplace_back(id); else return id; } if(!vstd::contains(processed, id)) { processed.insert(id); if (build->upgrade != BuildingID::NONE) requirements.expressions.push_back(dependTest(build->upgrade)); requirements.expressions.push_back(build->requirements.morph(dependTest)); } return requirements; }; CBuilding::TRequired::OperatorAll requirements; if (building->upgrade != BuildingID::NONE) { const CBuilding * upgr = town->buildings.at(building->upgrade); requirements.expressions.push_back(dependTest(upgr->bid)); processed.clear(); } requirements.expressions.push_back(building->requirements.morph(dependTest)); CBuilding::TRequired::Variant variant(requirements); CBuilding::TRequired ret(variant); ret.minimize(); return ret; } void CGTownInstance::addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID ) const { if(visitingHero == h) cb->setObjProperty(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors else if(garrisonHero == h) cb->setObjProperty(id, ObjProperty::STRUCTURE_ADD_GARRISONED_HERO, structureInstanceID); //then it must be garrisoned hero else { //should never ever happen logGlobal->error("Cannot add hero %s to visitors of structure # %d", h->getNameTranslated(), structureInstanceID); throw std::runtime_error("internal error"); } } void CGTownInstance::battleFinished(const CGHeroInstance * hero, const BattleResult & result) const { if(result.winner == BattleSide::ATTACKER) { clearArmy(); onTownCaptured(hero->getOwner()); } } void CGTownInstance::onTownCaptured(const PlayerColor & winner) const { setOwner(winner); FoWChange fw; fw.player = winner; fw.mode = 1; cb->getTilesInRange(fw.tiles, getSightCenter(), getSightRadius(), winner, 1); cb->sendAndApply(& fw); } void CGTownInstance::afterAddToMap(CMap * map) { if(ID == Obj::TOWN) map->towns.emplace_back(this); } void CGTownInstance::afterRemoveFromMap(CMap * map) { if (ID == Obj::TOWN) vstd::erase_if_present(map->towns, this); } void CGTownInstance::reset() { CGTownInstance::merchantArtifacts.clear(); CGTownInstance::universitySkills.clear(); } void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler) { CGObjectInstance::serializeJsonOwner(handler); CCreatureSet::serializeJson(handler, "army", 7); handler.serializeBool("tightFormation", formation, 1, 0, 0); handler.serializeString("name", name); { auto decodeBuilding = [this](const std::string & identifier) -> si32 { auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeMap(), getTown()->getBuildingScope(), identifier); if(rawId) return rawId.get(); else return -1; }; auto encodeBuilding = [this](si32 index) -> std::string { return getTown()->buildings.at(BuildingID(index))->getJsonKey(); }; const std::set standard = getTown()->getAllBuildings();//by default all buildings are allowed JsonSerializeFormat::LICSet buildingsLIC(standard, decodeBuilding, encodeBuilding); if(handler.saving) { bool customBuildings = false; boost::logic::tribool hasFort(false); for(const BuildingID & id : forbiddenBuildings) { buildingsLIC.none.insert(id); customBuildings = true; } for(const BuildingID & id : builtBuildings) { if(id == BuildingID::DEFAULT) continue; const CBuilding * building = getTown()->buildings.at(id); if(building->mode == CBuilding::BUILD_AUTO) continue; if(id == BuildingID::FORT) hasFort = true; buildingsLIC.all.insert(id); customBuildings = true; } if(customBuildings) handler.serializeLIC("buildings", buildingsLIC); else handler.serializeBool("hasFort",hasFort); } else { handler.serializeLIC("buildings", buildingsLIC); builtBuildings.insert(BuildingID::VILLAGE_HALL); if(buildingsLIC.none.empty() && buildingsLIC.all.empty()) { builtBuildings.insert(BuildingID::DEFAULT); bool hasFort = false; handler.serializeBool("hasFort",hasFort); if(hasFort) builtBuildings.insert(BuildingID::FORT); } else { for(const si32 item : buildingsLIC.none) forbiddenBuildings.insert(BuildingID(item)); for(const si32 item : buildingsLIC.all) builtBuildings.insert(BuildingID(item)); } } } { std::vector standard = VLC->spellh->getDefaultAllowed(); JsonSerializeFormat::LIC spellsLIC(standard, SpellID::decode, SpellID::encode); if(handler.saving) { for(const SpellID & id : possibleSpells) spellsLIC.any[id.num] = true; for(const SpellID & id : obligatorySpells) spellsLIC.all[id.num] = true; } handler.serializeLIC("spells", spellsLIC); if(!handler.saving) { possibleSpells.clear(); for(si32 idx = 0; idx < spellsLIC.any.size(); idx++) { if(spellsLIC.any[idx]) possibleSpells.emplace_back(idx); } obligatorySpells.clear(); for(si32 idx = 0; idx < spellsLIC.all.size(); idx++) { if(spellsLIC.all[idx]) obligatorySpells.emplace_back(idx); } } } } PlayerColor CGTownBuilding::getOwner() const { return town->getOwner(); } int32_t CGTownBuilding::getObjGroupIndex() const { return -1; } int32_t CGTownBuilding::getObjTypeIndex() const { return 0; } int3 CGTownBuilding::visitablePos() const { return town->visitablePos(); } int3 CGTownBuilding::getPosition() const { return town->getPosition(); } COPWBonus::COPWBonus(const BuildingID & bid, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown) { bID = bid; bType = subId; town = cgTown; indexOnTV = static_cast(town->bonusingBuildings.size()); } void COPWBonus::setProperty(ui8 what, ui32 val) { switch (what) { case ObjProperty::VISITORS: visitors.insert(val); break; case ObjProperty::STRUCTURE_CLEAR_VISITORS: visitors.clear(); break; } } void COPWBonus::onHeroVisit (const CGHeroInstance * h) const { ObjectInstanceID heroID = h->id; if(town->hasBuilt(bID)) { InfoWindow iw; iw.player = h->tempOwner; switch (this->bType) { case BuildingSubID::STABLES: if(!h->hasBonusFrom(Bonus::OBJECT, Obj::STABLES)) //does not stack with advMap Stables { GiveBonus gb; gb.bonus = Bonus(Bonus::ONE_WEEK, Bonus::LAND_MOVEMENT, Bonus::OBJECT, 600, 94, VLC->generaltexth->arraytxt[100]); gb.id = heroID.getNum(); cb->giveHeroBonus(&gb); SetMovePoints mp; mp.val = 600; mp.absolute = false; mp.hid = heroID; cb->setMovePoints(&mp); iw.text << VLC->generaltexth->allTexts[580]; cb->showInfoDialog(&iw); } break; case BuildingSubID::MANA_VORTEX: if(visitors.empty()) { if(h->mana < h->manaLimit() * 2) cb->setManaPoints (heroID, 2 * h->manaLimit()); //TODO: investigate line below //cb->setObjProperty (town->id, ObjProperty::VISITED, true); iw.text << getVisitingBonusGreeting(); cb->showInfoDialog(&iw); //extra visit penalty if hero alredy had double mana points (or even more?!) town->addHeroToStructureVisitors(h, indexOnTV); } break; } } } CTownBonus::CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown) { bID = index; bType = subId; town = cgTown; indexOnTV = static_cast(town->bonusingBuildings.size()); } void CTownBonus::setProperty (ui8 what, ui32 val) { if(what == ObjProperty::VISITORS) visitors.insert(ObjectInstanceID(val)); } void CTownBonus::onHeroVisit (const CGHeroInstance * h) const { ObjectInstanceID heroID = h->id; if(town->hasBuilt(bID) && visitors.find(heroID) == visitors.end()) { si64 val = 0; InfoWindow iw; PrimarySkill::PrimarySkill what = PrimarySkill::NONE; switch(bType) { case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge what = PrimarySkill::KNOWLEDGE; val = 1; iw.components.emplace_back(Component::PRIM_SKILL, 3, 1, 0); break; case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire what = PrimarySkill::SPELL_POWER; val = 1; iw.components.emplace_back(Component::PRIM_SKILL, 2, 1, 0); break; case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla what = PrimarySkill::ATTACK; val = 1; iw.components.emplace_back(Component::PRIM_SKILL, 0, 1, 0); break; case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars what = PrimarySkill::EXPERIENCE; val = static_cast(h->calculateXp(1000)); iw.components.emplace_back(Component::EXPERIENCE, 0, val, 0); break; case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords what = PrimarySkill::DEFENSE; val = 1; iw.components.emplace_back(Component::PRIM_SKILL, 1, 1, 0); break; case BuildingSubID::CUSTOM_VISITING_BONUS: const auto building = town->town->buildings.at(bID); if(!h->hasBonusFrom(Bonus::TOWN_STRUCTURE, Bonus::getSid32(building->town->faction->getIndex(), building->bid))) { const auto & bonuses = building->onVisitBonuses; applyBonuses(const_cast(h), bonuses); } break; } if(what != PrimarySkill::NONE) { iw.player = cb->getOwner(heroID); iw.text << getVisitingBonusGreeting(); cb->showInfoDialog(&iw); cb->changePrimSkill (cb->getHero(heroID), what, val); town->addHeroToStructureVisitors(h, indexOnTV); } } } void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const { auto addToVisitors = false; for(const auto & bonus : bonuses) { GiveBonus gb; InfoWindow iw; if(bonus->type == Bonus::TOWN_MAGIC_WELL) { if(h->mana >= h->manaLimit()) return; cb->setManaPoints(h->id, h->manaLimit()); bonus->duration = Bonus::ONE_DAY; } gb.bonus = * bonus; gb.id = h->id.getNum(); cb->giveHeroBonus(&gb); if(bonus->duration == Bonus::PERMANENT) addToVisitors = true; iw.player = cb->getOwner(h->id); iw.text << getCustomBonusGreeting(gb.bonus); cb->showInfoDialog(&iw); } if(addToVisitors) town->addHeroToStructureVisitors(h, indexOnTV); } GrowthInfo::Entry::Entry(const std::string &format, int _count) : count(_count) { description = boost::str(boost::format(format) % count); } GrowthInfo::Entry::Entry(int subID, const BuildingID & building, int _count): count(_count) { description = boost::str(boost::format("%s %+d") % (*VLC->townh)[subID]->town->buildings.at(building)->getNameTranslated() % count); } GrowthInfo::Entry::Entry(int _count, std::string fullDescription): count(_count), description(std::move(fullDescription)) { } CTownAndVisitingHero::CTownAndVisitingHero() { setNodeType(TOWN_AND_VISITOR); } int GrowthInfo::totalGrowth() const { int ret = 0; for(const Entry &entry : entries) ret += entry.count; return ret; } std::string CGTownBuilding::getVisitingBonusGreeting() const { auto bonusGreeting = town->town->getGreeting(bType); if(!bonusGreeting.empty()) return bonusGreeting; switch(bType) { case BuildingSubID::MANA_VORTEX: bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingManaVortex")); break; case BuildingSubID::KNOWLEDGE_VISITING_BONUS: bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingKnowledge")); break; case BuildingSubID::SPELL_POWER_VISITING_BONUS: bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingSpellPower")); break; case BuildingSubID::ATTACK_VISITING_BONUS: bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingAttack")); break; case BuildingSubID::EXPERIENCE_VISITING_BONUS: bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingExperience")); break; case BuildingSubID::DEFENSE_VISITING_BONUS: bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingDefence")); break; } auto buildingName = town->town->getSpecialBuilding(bType)->getNameTranslated(); if(bonusGreeting.empty()) { bonusGreeting = "Error: Bonus greeting for '%s' is not localized."; logGlobal->error("'%s' building of '%s' faction has not localized bonus greeting.", buildingName, town->town->faction->getNameTranslated()); } boost::algorithm::replace_first(bonusGreeting, "%s", buildingName); town->town->setGreeting(bType, bonusGreeting); return bonusGreeting; } std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const { if(bonus.type == Bonus::TOWN_MAGIC_WELL) { auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingInTownMagicWell")); auto buildingName = town->town->getSpecialBuilding(bType)->getNameTranslated(); boost::algorithm::replace_first(bonusGreeting, "%s", buildingName); return bonusGreeting; } auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingCustomBonus")); //"%s gives you +%d %s%s" std::string param; std::string until; if(bonus.type == Bonus::MORALE) param = VLC->generaltexth->allTexts[384]; else if(bonus.type == Bonus::LUCK) param = VLC->generaltexth->allTexts[385]; until = bonus.duration == static_cast(Bonus::ONE_BATTLE) ? VLC->generaltexth->translate("vcmi.townHall.greetingCustomUntil") : "."; boost::format fmt = boost::format(bonusGreeting) % bonus.description % bonus.val % param % until; std::string greeting = fmt.str(); return greeting; } VCMI_LIB_NAMESPACE_END