/* * TownBuildingInstance.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 "TownBuildingInstance.h" #include "CGTownInstance.h" #include "../IGameCallback.h" #include "../mapObjects/CGHeroInstance.h" #include "../entities/building/CBuilding.h" #include VCMI_LIB_NAMESPACE_BEGIN TownBuildingInstance::TownBuildingInstance(IGameCallback * cb) : IObjectInterface(cb) , town(nullptr) {} TownBuildingInstance::TownBuildingInstance(CGTownInstance * town, const BuildingID & index) : IObjectInterface(town->cb) , town(town) , bID(index) {} PlayerColor TownBuildingInstance::getOwner() const { return town->getOwner(); } MapObjectID TownBuildingInstance::getObjGroupIndex() const { return -1; } MapObjectSubID TownBuildingInstance::getObjTypeIndex() const { return 0; } const IOwnableObject * TownBuildingInstance::asOwnable() const { return nullptr; } int3 TownBuildingInstance::visitablePos() const { return town->visitablePos(); } int3 TownBuildingInstance::anchorPos() const { return town->anchorPos(); } TownRewardableBuildingInstance::TownRewardableBuildingInstance(IGameCallback *cb) : TownBuildingInstance(cb) {} TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand) : TownBuildingInstance(town, index) { initObj(rand); } void TownRewardableBuildingInstance::initObj(vstd::RNG & rand) { assert(town && town->getTown()); configuration = generateConfiguration(rand); } Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(vstd::RNG & rand) const { Rewardable::Configuration result; auto building = town->getTown()->buildings.at(getBuildingType()); building->rewardableObjectInfo.configureObject(result, rand, cb); for(auto & rewardInfo : result.info) { for (auto & bonus : rewardInfo.reward.bonuses) { bonus.source = BonusSource::TOWN_STRUCTURE; bonus.sid = BonusSourceID(building->getUniqueTypeID()); } } return result; } void TownRewardableBuildingInstance::newTurn(vstd::RNG & rand) const { if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0) { auto newConfiguration = generateConfiguration(rand); cb->setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration); if(configuration.resetParameters.visitors) { cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType()); } } } void TownRewardableBuildingInstance::setProperty(ObjProperty what, ObjPropertyID identifier) { switch (what) { case ObjProperty::VISITORS: visitors.insert(identifier.as()); break; case ObjProperty::STRUCTURE_CLEAR_VISITORS: visitors.clear(); break; case ObjProperty::REWARD_SELECT: selectedReward = identifier.getNum(); break; } } void TownRewardableBuildingInstance::heroLevelUpDone(const CGHeroInstance *hero) const { grantRewardAfterLevelup(configuration.info.at(selectedReward), town, hero); } void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const { onBlockingDialogAnswered(hero, answer); } void TownRewardableBuildingInstance::grantReward(ui32 rewardID, const CGHeroInstance * hero) const { grantRewardBeforeLevelup(configuration.info.at(rewardID), hero); // hero is not blocked by levelup dialog - grant remainder immediately if(!cb->isVisitCoveredByAnotherQuery(town, hero)) { grantRewardAfterLevelup(configuration.info.at(rewardID), town, hero); } } bool TownRewardableBuildingInstance::wasVisited(const CGHeroInstance * contextHero) const { return wasVisitedBefore(contextHero); } bool TownRewardableBuildingInstance::wasVisitedBefore(const CGHeroInstance * contextHero) const { switch (configuration.visitMode) { case Rewardable::VISIT_UNLIMITED: return false; case Rewardable::VISIT_ONCE: return !visitors.empty(); case Rewardable::VISIT_PLAYER: return false; //not supported case Rewardable::VISIT_BONUS: { const auto building = town->getTown()->buildings.at(getBuildingType()); return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID())); } case Rewardable::VISIT_HERO: return visitors.find(contextHero->id) != visitors.end(); case Rewardable::VISIT_LIMITER: return configuration.visitLimiter.heroAllowed(contextHero); default: return false; } } void TownRewardableBuildingInstance::onHeroVisit(const CGHeroInstance *h) const { 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) { 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; } } 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 } VCMI_LIB_NAMESPACE_END