/* * CGTownInstance.h, 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 * */ #pragma once #include "CObjectHandler.h" #include "CGMarket.h" // For IMarket interface #include "CArmedInstance.h" #include "../CTownHandler.h" // For CTown class CCastleEvent; class CGTownInstance; class CGDwelling; class DLL_LINKAGE CSpecObjInfo { public: CSpecObjInfo(); virtual ~CSpecObjInfo() = default; virtual void serializeJson(JsonSerializeFormat & handler) = 0; const CGDwelling * owner; }; class DLL_LINKAGE CCreGenAsCastleInfo : public virtual CSpecObjInfo { public: CCreGenAsCastleInfo(); bool asCastle; ui32 identifier;//h3m internal identifier std::vector allowedFactions; std::string instanceId;//vcmi map instance identifier void serializeJson(JsonSerializeFormat & handler) override; }; class DLL_LINKAGE CCreGenLeveledInfo : public virtual CSpecObjInfo { public: CCreGenLeveledInfo(); ui8 minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <1, 7> void serializeJson(JsonSerializeFormat & handler) override; }; class DLL_LINKAGE CCreGenLeveledCastleInfo : public CCreGenAsCastleInfo, public CCreGenLeveledInfo { public: CCreGenLeveledCastleInfo() = default; void serializeJson(JsonSerializeFormat & handler) override; }; class DLL_LINKAGE CGDwelling : public CArmedInstance { public: typedef std::vector > > TCreaturesSet; CSpecObjInfo * info; //random dwelling options; not serialized TCreaturesSet creatures; //creatures[level] -> CGDwelling(); virtual ~CGDwelling(); void initRandomObjectInfo(); protected: void serializeJsonOptions(JsonSerializeFormat & handler) override; private: void initObj(CRandomGenerator & rand) override; void onHeroVisit(const CGHeroInstance * h) const override; void newTurn(CRandomGenerator & rand) const override; void setPropertyDer(ui8 what, ui32 val) override; void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override; void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override; void updateGuards() const; void heroAcceptsCreatures(const CGHeroInstance *h) const; public: template void serialize(Handler &h, const int version) { h & static_cast(*this); h & creatures; } }; class DLL_LINKAGE CGTownBuilding : public IObjectInterface { ///basic class for town structures handled as map objects public: si32 indexOnTV; //identifies its index on towns vector CGTownInstance *town; CGTownBuilding() : bType(BuildingSubID::NONE), indexOnTV(0), town(nullptr) {}; STRONG_INLINE BuildingSubID::EBuildingSubID getBuildingSubtype() const { return bType; } STRONG_INLINE const BuildingID & getBuildingType() const { return bID; } STRONG_INLINE void setBuildingSubtype(BuildingSubID::EBuildingSubID subId) { bType = subId; } PlayerColor getOwner() const override; int32_t getObjGroupIndex() const override; int32_t getObjTypeIndex() const override; int3 visitablePos() const override; int3 getPosition() const override; template void serialize(Handler &h, const int version) { h & bID; h & indexOnTV; h & bType; } protected: BuildingID bID; //from buildig list BuildingSubID::EBuildingSubID bType; const std::string getVisitingBonusGreeting() const; const std::string getCustomBonusGreeting(const Bonus & bonus) const; }; class DLL_LINKAGE COPWBonus : public CGTownBuilding {///used for OPW bonusing structures public: std::set visitors; void setProperty(ui8 what, ui32 val) override; void onHeroVisit (const CGHeroInstance * h) const override; COPWBonus (BuildingID index, BuildingSubID::EBuildingSubID subId, CGTownInstance *TOWN); COPWBonus () {}; template void serialize(Handler &h, const int version) { h & static_cast(*this); h & visitors; } }; class DLL_LINKAGE CTownBonus : public CGTownBuilding { ///used for one-time bonusing structures ///feel free to merge inheritance tree public: std::set visitors; void setProperty(ui8 what, ui32 val) override; void onHeroVisit (const CGHeroInstance * h) const override; CTownBonus (BuildingID index, BuildingSubID::EBuildingSubID subId, CGTownInstance *TOWN); CTownBonus () {}; template void serialize(Handler &h, const int version) { h & static_cast(*this); h & visitors; } private: void applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const; }; class DLL_LINKAGE CTownAndVisitingHero : public CBonusSystemNode { public: CTownAndVisitingHero(); }; struct DLL_LINKAGE GrowthInfo { struct Entry { int count; std::string description; Entry(const std::string &format, int _count); Entry(int subID, BuildingID building, int _count); Entry(int _count, const std::string &fullDescription); }; std::vector entries; int totalGrowth() const; }; class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket { public: enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3}; CTownAndVisitingHero townAndVis; const CTown * town; std::string name; // name of town si32 builded; //how many buildings has been built this turn si32 destroyed; //how many buildings has been destroyed this turn ConstTransitivePtr garrisonHero, visitingHero; ui32 identifier; //special identifier from h3m (only > RoE maps) si32 alignment; std::set forbiddenBuildings; std::set builtBuildings; std::set overriddenBuildings; ///buildings which bonuses are overridden and should not be applied std::vector bonusingBuildings; std::vector possibleSpells, obligatorySpells; std::vector > spells; //spells[level] -> vector of spells, first will be available in guild std::list events; std::pair bonusValue;//var to store town bonuses (rampart = resources from mystic pond); ////////////////////////////////////////////////////////////////////////// static std::vector merchantArtifacts; //vector of artifacts available at Artifact merchant, NULLs possible (for making empty space when artifact is bought) static std::vector universitySkills;//skills for university of magic template void serialize(Handler &h, const int version) { h & static_cast(*this); h & static_cast(*this); h & static_cast(*this); h & name; h & builded; h & destroyed; h & identifier; h & garrisonHero; h & visitingHero; h & alignment; h & forbiddenBuildings; h & builtBuildings; h & bonusValue; h & possibleSpells; h & obligatorySpells; h & spells; h & events; h & bonusingBuildings; for(auto * bonusingBuilding : bonusingBuildings) bonusingBuilding->town = this; h & town; h & townAndVis; BONUS_TREE_DESERIALIZATION_FIX vstd::erase_if(builtBuildings, [this](BuildingID building) -> bool { if(!town->buildings.count(building) || !town->buildings.at(building)) { logGlobal->error("#1444-like issue in CGTownInstance::serialize. From town %s at %s removing the bogus builtBuildings item %s", name, pos.toString(), building); return true; } return false; }); h & overriddenBuildings; if(!h.saving) this->setNodeType(CBonusSystemNode::TOWN); } ////////////////////////////////////////////////////////////////////////// CBonusSystemNode *whatShouldBeAttached() override; std::string nodeName() const override; void updateMoraleBonusFromArmy() override; void deserializationFix(); void recreateBuildingsBonuses(); void setVisitingHero(CGHeroInstance *h); void setGarrisonedHero(CGHeroInstance *h); const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself ////////////////////////////////////////////////////////////////////////// bool passableFor(PlayerColor color) const override; //int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated int getSightRadius() const override; //returns sight distance int getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral void getOutOffsets(std::vector &offsets) const override; //offsets to obj pos when we boat can be placed. Parameter will be cleared int getMarketEfficiency() const override; //=market count bool allowsTrade(EMarketMode::EMarketMode mode) const override; std::vector availableItemsIds(EMarketMode::EMarketMode mode) const override; void setType(si32 ID, si32 subID) override; void updateAppearance(); ////////////////////////////////////////////////////////////////////////// bool needsLastStack() const override; CGTownInstance::EFortLevel fortLevel() const; int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present int creatureGrowth(const int & level) const; GrowthInfo getGrowthInfo(int level) const; bool hasFort() const; bool hasCapitol() const; const CGTownBuilding * getBonusingBuilding(BuildingSubID::EBuildingSubID subId) const; bool hasBuiltSomeTradeBuilding() const; //checks if special building with type buildingID is constructed bool hasBuilt(BuildingSubID::EBuildingSubID buildingID) const; //checks if building is constructed and town has same subID bool hasBuilt(BuildingID buildingID) const; bool hasBuilt(BuildingID buildingID, int townID) const; TResources getBuildingCost(BuildingID buildingID) const; TResources dailyIncome() const; //calculates daily income of this town int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5) bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero int getTownLevel() const; CBuilding::TRequired genBuildingRequirements(BuildingID build, bool deep = false) const; void mergeGarrisonOnSiege() const; // merge garrison into army of visiting hero void removeCapitols (PlayerColor owner) const; void clearArmy() const; void addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID) const; //hero must be visiting or garrisoned in town void deleteTownBonus(BuildingID::EBuildingID bid); const CTown * getTown() const ; CGTownInstance(); virtual ~CGTownInstance(); ///IObjectInterface overrides void newTurn(CRandomGenerator & rand) const override; void onHeroVisit(const CGHeroInstance * h) const override; void onHeroLeave(const CGHeroInstance * h) const override; void initObj(CRandomGenerator & rand) override; void battleFinished(const CGHeroInstance * hero, const BattleResult & result) const override; std::string getObjectName() const override; void afterAddToMap(CMap * map) override; static void reset(); inline bool isBattleOutsideTown(const CGHeroInstance * defendingHero) const { return defendingHero && garrisonHero && defendingHero != garrisonHero; } protected: void setPropertyDer(ui8 what, ui32 val) override; void serializeJsonOptions(JsonSerializeFormat & handler) override; private: void setOwner(const PlayerColor owner) const; void onTownCaptured(const PlayerColor winner) const; int getDwellingBonus(const std::vector& creatureIds, const std::vector >& dwellings) const; bool hasBuiltInOldWay(ETownType::ETownType type, BuildingID bid) const; bool townEnvisagesBuilding(BuildingSubID::EBuildingSubID bid) const; bool isBonusingBuildingAdded(BuildingID::EBuildingID bid) const; void tryAddOnePerWeekBonus(BuildingSubID::EBuildingSubID subID); void tryAddVisitingBonus(BuildingSubID::EBuildingSubID subID); void initOverriddenBids(); void addTownBonuses(); };