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10dbbead2d
That wouldn't be as big issue if problem affected few files, but it everywhere in codebase. Fixed it everywhere since in most files that is the only code with wrong indentation.
1404 lines
39 KiB
C++
1404 lines
39 KiB
C++
/*
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* CGTownInstance.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CGTownInstance.h"
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#include "CObjectClassesHandler.h"
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#include "../spells/CSpellHandler.h"
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#include "../NetPacks.h"
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#include "../CGeneralTextHandler.h"
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#include "../CModHandler.h"
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#include "../IGameCallback.h"
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#include "../CGameState.h"
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#include "../mapping/CMapDefines.h"
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#include "../CPlayerState.h"
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#include "../serializer/JsonSerializeFormat.h"
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std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
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std::vector<int> CGTownInstance::universitySkills;
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void CGDwelling::initObj()
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{
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switch(ID)
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{
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case Obj::CREATURE_GENERATOR1:
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case Obj::CREATURE_GENERATOR4:
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{
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VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, cb->gameState()->getRandomGenerator());
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if (getOwner() != PlayerColor::NEUTRAL)
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cb->gameState()->players[getOwner()].dwellings.push_back (this);
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assert(!creatures.empty());
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assert(!creatures[0].second.empty());
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break;
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}
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case Obj::REFUGEE_CAMP:
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//is handled within newturn func
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break;
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case Obj::WAR_MACHINE_FACTORY:
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creatures.resize(3);
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creatures[0].second.push_back(CreatureID::BALLISTA);
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creatures[1].second.push_back(CreatureID::FIRST_AID_TENT);
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creatures[2].second.push_back(CreatureID::AMMO_CART);
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break;
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default:
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assert(0);
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break;
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}
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}
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void CGDwelling::setPropertyDer(ui8 what, ui32 val)
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{
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switch (what)
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{
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case ObjProperty::OWNER: //change owner
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if (ID == Obj::CREATURE_GENERATOR1) //single generators
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{
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if (tempOwner != PlayerColor::NEUTRAL)
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{
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std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;
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dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));
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}
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if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral?
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cb->gameState()->players[PlayerColor(val)].dwellings.push_back (this);
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}
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break;
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case ObjProperty::AVAILABLE_CREATURE:
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creatures.resize(1);
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creatures[0].second.resize(1);
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creatures[0].second[0] = CreatureID(val);
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break;
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}
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}
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void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
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{
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if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres
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{
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InfoWindow iw;
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iw.player = h->tempOwner;
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iw.text.addTxt(MetaString::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week.
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iw.text.addReplacement(MetaString::OBJ_NAMES, ID);
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cb->sendAndApply(&iw);
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return;
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}
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PlayerRelations::PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );
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if ( relations == PlayerRelations::ALLIES )
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return;//do not allow recruiting or capturing
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if( !relations && stacksCount() > 0) //object is guarded, owned by enemy
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{
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BlockingDialog bd(true,false);
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bd.player = h->tempOwner;
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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?
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bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
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bd.text.addReplacement(MetaString::ARRAY_TXT, 176 + Slots().begin()->second->getQuantityID()*3);
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bd.text.addReplacement(*Slots().begin()->second);
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cb->showBlockingDialog(&bd);
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return;
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}
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// TODO this shouldn't be hardcoded
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if(!relations && ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP)
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{
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cb->setOwner(this, h->tempOwner);
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}
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BlockingDialog bd (true,false);
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bd.player = h->tempOwner;
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if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4)
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{
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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?
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bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
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for(auto & elem : creatures)
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bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
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}
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else if(ID == Obj::REFUGEE_CAMP)
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{
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bd.text.addTxt(MetaString::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
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bd.text.addReplacement(MetaString::OBJ_NAMES, ID);
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for(auto & elem : creatures)
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bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
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}
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else if(ID == Obj::WAR_MACHINE_FACTORY)
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bd.text.addTxt(MetaString::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?
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else
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throw std::runtime_error("Illegal dwelling!");
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cb->showBlockingDialog(&bd);
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}
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void CGDwelling::newTurn() const
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{
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if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week
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return;
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//town growths and War Machines Factories are handled separately
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if(ID == Obj::TOWN || ID == Obj::WAR_MACHINE_FACTORY)
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return;
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if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature
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{
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cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster(cb->gameState()->getRandomGenerator()));
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}
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bool change = false;
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SetAvailableCreatures sac;
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sac.creatures = creatures;
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sac.tid = id;
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for (size_t i = 0; i < creatures.size(); i++)
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{
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if(creatures[i].second.size())
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{
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CCreature *cre = VLC->creh->creatures[creatures[i].second[0]];
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TQuantity amount = cre->growth * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
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if (VLC->modh->settings.DWELLINGS_ACCUMULATE_CREATURES && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures
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sac.creatures[i].first += amount;
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else
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sac.creatures[i].first = amount;
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change = true;
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}
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}
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if(change)
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cb->sendAndApply(&sac);
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updateGuards();
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}
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void CGDwelling::updateGuards() const
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{
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//TODO: store custom guard config and use it
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//TODO: store boolean flag for guards
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bool guarded = false;
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//default condition - creatures are of level 5 or higher
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for (auto creatureEntry : creatures)
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{
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if (VLC->creh->creatures[creatureEntry.second.at(0)]->level >= 5 && ID != Obj::REFUGEE_CAMP)
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{
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guarded = true;
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break;
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}
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}
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if (guarded)
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{
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for (auto creatureEntry : creatures)
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{
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const CCreature * crea = VLC->creh->creatures[creatureEntry.second.at(0)];
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SlotID slot = getSlotFor(crea->idNumber);
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StackLocation stackLocation = StackLocation(this, slot);;
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if (hasStackAtSlot(slot)) //stack already exists, overwrite it
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{
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ChangeStackCount csc;
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csc.sl = stackLocation;
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csc.count = crea->growth * 3;
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csc.absoluteValue = true;
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cb->sendAndApply(&csc);
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}
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else //slot is empty, create whole new stack
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{
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InsertNewStack ns;
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ns.sl = stackLocation;
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ns.stack = CStackBasicDescriptor(crea->idNumber, crea->growth * 3);
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cb->sendAndApply(&ns);
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}
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}
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}
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}
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void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
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{
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CreatureID crid = creatures[0].second[0];
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CCreature *crs = VLC->creh->creatures[crid];
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TQuantity count = creatures[0].first;
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if(crs->level == 1 && ID != Obj::REFUGEE_CAMP) //first level - creatures are for free
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{
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if(count) //there are available creatures
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{
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SlotID slot = h->getSlotFor(crid);
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if(!slot.validSlot()) //no available slot
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{
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InfoWindow iw;
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iw.player = h->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
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iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
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cb->showInfoDialog(&iw);
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}
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else //give creatures
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{
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SetAvailableCreatures sac;
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sac.tid = id;
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sac.creatures = creatures;
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sac.creatures[0].first = 0;
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InfoWindow iw;
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iw.player = h->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army.
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iw.text.addReplacement(count);
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iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
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cb->showInfoDialog(&iw);
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cb->sendAndApply(&sac);
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cb->addToSlot(StackLocation(h, slot), crs, count);
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}
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}
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else //there no creatures
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{
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InfoWindow iw;
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iw.text.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit.
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iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
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iw.player = h->tempOwner;
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cb->sendAndApply(&iw);
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}
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}
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else
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{
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if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines
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{
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//there is 1 war machine available to recruit if hero doesn't have one
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SetAvailableCreatures sac;
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sac.tid = id;
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sac.creatures = creatures;
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sac.creatures[0].first = !h->getArt(ArtifactPosition::MACH1); //ballista
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sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent
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sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart
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cb->sendAndApply(&sac);
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}
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OpenWindow ow;
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ow.id1 = id.getNum();
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ow.id2 = h->id.getNum();
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ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP)
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? OpenWindow::RECRUITMENT_FIRST
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: OpenWindow::RECRUITMENT_ALL;
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cb->sendAndApply(&ow);
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}
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}
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void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
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{
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if (result.winner == 0)
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{
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onHeroVisit(hero);
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}
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}
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void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
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{
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auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
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if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present
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{
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if(answer)
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cb->startBattleI(hero, this);
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}
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else if(answer)
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{
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heroAcceptsCreatures(hero);
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}
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}
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void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
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{
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//todo: CGDwelling::serializeJsonOptions
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if(ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP)
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serializeJsonOwner(handler);
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}
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int CGTownInstance::getSightRadius() const //returns sight distance
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{
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if (subID == ETownType::TOWER)
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{
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if (hasBuilt(BuildingID::GRAIL)) //skyship
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return -1; //entire map
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if (hasBuilt(BuildingID::LOOKOUT_TOWER)) //lookout tower
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return 20;
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}
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return 5;
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}
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void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
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{
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///this is freakin' overcomplicated solution
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switch (what)
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{
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case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
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bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id.getNum());
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break;
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case ObjProperty::STRUCTURE_CLEAR_VISITORS:
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bonusingBuildings[val]->setProperty (ObjProperty::STRUCTURE_CLEAR_VISITORS, 0);
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break;
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case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
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bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id.getNum());
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break;
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case ObjProperty::BONUS_VALUE_FIRST:
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bonusValue.first = val;
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break;
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case ObjProperty::BONUS_VALUE_SECOND:
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bonusValue.second = val;
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break;
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}
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}
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CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
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{
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if (hasBuilt(BuildingID::CASTLE))
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return CASTLE;
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if (hasBuilt(BuildingID::CITADEL))
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return CITADEL;
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if (hasBuilt(BuildingID::FORT))
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return FORT;
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return NONE;
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}
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int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
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{
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if (hasBuilt(BuildingID::CAPITOL))
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return 3;
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if (hasBuilt(BuildingID::CITY_HALL))
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return 2;
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if (hasBuilt(BuildingID::TOWN_HALL))
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return 1;
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if (hasBuilt(BuildingID::VILLAGE_HALL))
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return 0;
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return -1;
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}
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int CGTownInstance::mageGuildLevel() const
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{
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if (hasBuilt(BuildingID::MAGES_GUILD_5))
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return 5;
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if (hasBuilt(BuildingID::MAGES_GUILD_4))
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return 4;
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if (hasBuilt(BuildingID::MAGES_GUILD_3))
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return 3;
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if (hasBuilt(BuildingID::MAGES_GUILD_2))
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return 2;
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if (hasBuilt(BuildingID::MAGES_GUILD_1))
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return 1;
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return 0;
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}
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int CGTownInstance::getHordeLevel(const int & HID) const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present
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{
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return town->hordeLvl.at(HID);
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}
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int CGTownInstance::creatureGrowth(const int & level) const
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{
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return getGrowthInfo(level).totalGrowth();
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}
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GrowthInfo CGTownInstance::getGrowthInfo(int level) const
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{
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GrowthInfo ret;
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if (level<0 || level >=GameConstants::CREATURES_PER_TOWN)
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return ret;
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if (creatures[level].second.empty())
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return ret; //no dwelling
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const CCreature *creature = VLC->creh->creatures[creatures[level].second.back()];
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const int base = creature->growth;
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int castleBonus = 0;
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ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[590], base));// \n\nBasic growth %d"
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if (hasBuilt(BuildingID::CASTLE))
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ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CASTLE, castleBonus = base));
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else if (hasBuilt(BuildingID::CITADEL))
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ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CITADEL, castleBonus = base / 2));
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if(town->hordeLvl.at(0) == level)//horde 1
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if(hasBuilt(BuildingID::HORDE_1))
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ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_1, creature->hordeGrowth));
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if(town->hordeLvl.at(1) == level)//horde 2
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if(hasBuilt(BuildingID::HORDE_2))
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ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_2, creature->hordeGrowth));
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int dwellingBonus = 0;
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if(const PlayerState *p = cb->getPlayer(tempOwner, false))
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{
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for(const CGDwelling *dwelling : p->dwellings)
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if(vstd::contains(creatures[level].second, dwelling->creatures[0].second[0]))
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dwellingBonus++;
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}
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if(dwellingBonus)
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ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[591], dwellingBonus));// \nExternal dwellings %+d
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//other *-of-legion-like bonuses (%d to growth cumulative with grail)
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TBonusListPtr bonuses = getBonuses(Selector::type(Bonus::CREATURE_GROWTH).And(Selector::subtype(level)));
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for(const Bonus *b : *bonuses)
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ret.entries.push_back(GrowthInfo::Entry(b->val, b->Description()));
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//statue-of-legion-like bonus: % to base+castle
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TBonusListPtr bonuses2 = getBonuses(Selector::type(Bonus::CREATURE_GROWTH_PERCENT));
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for(const Bonus *b : *bonuses2)
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ret.entries.push_back(GrowthInfo::Entry(b->val * (base + castleBonus) / 100, b->Description()));
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if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth
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ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::GRAIL, ret.totalGrowth() / 2));
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return ret;
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}
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TResources CGTownInstance::dailyIncome() const
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{
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TResources ret;
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|
for (auto & p : town->buildings)
|
|
{
|
|
BuildingID buildingUpgrade;
|
|
|
|
for (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)
|
|
{
|
|
|
|
}
|
|
|
|
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(BuildingID::LIBRARY, ETownType::TOWER))
|
|
ret++;
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CGTownInstance::needsLastStack() const
|
|
{
|
|
if(garrisonHero)
|
|
return true;
|
|
else return false;
|
|
}
|
|
|
|
void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
|
|
{
|
|
if( !cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ))//if this is enemy
|
|
{
|
|
if(armedGarrison() || visitingHero)
|
|
{
|
|
const CGHeroInstance *defendingHero = nullptr;
|
|
const CArmedInstance *defendingArmy = this;
|
|
|
|
if(visitingHero)
|
|
defendingHero = visitingHero;
|
|
else if(garrisonHero)
|
|
defendingHero = garrisonHero;
|
|
|
|
if(defendingHero)
|
|
defendingArmy = defendingHero;
|
|
|
|
bool outsideTown = (defendingHero == visitingHero && garrisonHero);
|
|
|
|
//"borrowing" army from garrison to visiting hero
|
|
if(!outsideTown && armedGarrison() &&
|
|
visitingHero && defendingHero == visitingHero)
|
|
{
|
|
mergeGarrisonOnSiege();
|
|
}
|
|
|
|
cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (outsideTown ? nullptr : this));
|
|
}
|
|
else
|
|
{
|
|
cb->setOwner(this, h->tempOwner);
|
|
removeCapitols(h->getOwner());
|
|
cb->heroVisitCastle(this, h);
|
|
}
|
|
}
|
|
else if(h->visitablePos() == visitablePos())
|
|
{
|
|
if (h->commander && !h->commander->alive) //rise commander. TODO: interactive script
|
|
{
|
|
SetCommanderProperty scp;
|
|
scp.heroid = h->id;
|
|
scp.which = SetCommanderProperty::ALIVE;
|
|
scp.amount = 1;
|
|
cb->sendAndApply (&scp);
|
|
}
|
|
cb->heroVisitCastle(this, h);
|
|
}
|
|
else
|
|
{
|
|
logGlobal->errorStream() << h->name << " visits allied town of " << name << " from different pos?";
|
|
}
|
|
}
|
|
|
|
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->warnStream() << h->name << " correctly left town " << name;
|
|
}
|
|
else
|
|
logGlobal->warnStream() << "Warning, " << h->name << " tries to leave the town " << name << " but hero is not inside.";
|
|
}
|
|
|
|
std::string CGTownInstance::getObjectName() const
|
|
{
|
|
return name + ", " + town->faction->name;
|
|
}
|
|
|
|
void CGTownInstance::initObj()
|
|
///initialize town structures
|
|
{
|
|
blockVisit = true;
|
|
|
|
if (subID == ETownType::DUNGEON)
|
|
creatures.resize(GameConstants::CREATURES_PER_TOWN+1);//extra dwelling for Dungeon
|
|
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]);
|
|
}
|
|
}
|
|
|
|
switch (subID)
|
|
{ //add new visitable objects
|
|
case 0:
|
|
bonusingBuildings.push_back (new COPWBonus(BuildingID::STABLES, this));
|
|
break;
|
|
case 5:
|
|
bonusingBuildings.push_back (new COPWBonus(BuildingID::MANA_VORTEX, this));
|
|
//fallthrough
|
|
case 2: case 3: case 6:
|
|
bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_4, this));
|
|
break;
|
|
case 7:
|
|
bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_1, this));
|
|
break;
|
|
}
|
|
//add special bonuses from buildings
|
|
|
|
recreateBuildingsBonuses();
|
|
updateAppearance();
|
|
}
|
|
|
|
void CGTownInstance::newTurn() const
|
|
{
|
|
if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week
|
|
{
|
|
auto & rand = cb->gameState()->getRandomGenerator();
|
|
|
|
//give resources for Rampart, Mystic Pond
|
|
if (hasBuilt(BuildingID::MYSTIC_POND, ETownType::RAMPART)
|
|
&& 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<Res::ERes>(resID), resVal);
|
|
cb->setObjProperty (id, ObjProperty::BONUS_VALUE_FIRST, resID);
|
|
cb->setObjProperty (id, ObjProperty::BONUS_VALUE_SECOND, resVal);
|
|
}
|
|
|
|
if ( subID == ETownType::DUNGEON )
|
|
for (auto & elem : bonusingBuildings)
|
|
{
|
|
if ((elem)->ID == BuildingID::MANA_VORTEX)
|
|
cb->setObjProperty (id, ObjProperty::STRUCTURE_CLEAR_VISITORS, (elem)->id); //reset visitors for Mana Vortex
|
|
}
|
|
|
|
if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
|
|
{
|
|
std::vector<SlotID> nativeCrits; //slots
|
|
for (auto & elem : Slots())
|
|
{
|
|
if (elem.second->type->faction == subID) //native
|
|
{
|
|
nativeCrits.push_back(elem.first); //collect matching slots
|
|
}
|
|
}
|
|
if (nativeCrits.size())
|
|
{
|
|
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->creatures[*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->creatures[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->creatures[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;
|
|
|
|
if (cb->getPlayerRelations(tempOwner, color) != PlayerRelations::ENEMIES)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const
|
|
{
|
|
offsets = {int3(-1,2,0), int3(-3,2,0)};
|
|
}
|
|
|
|
void CGTownInstance::mergeGarrisonOnSiege() const
|
|
{
|
|
auto getWeakestStackSlot = [&](int powerLimit)
|
|
{
|
|
std::vector<SlotID> weakSlots;
|
|
auto stacksList = visitingHero->stacks;
|
|
std::pair<SlotID, CStackInstance *> pair;
|
|
while(stacksList.size())
|
|
{
|
|
pair = *vstd::minElementByFun(stacksList, [&](std::pair<SlotID, CStackInstance *> 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.size())
|
|
return *std::max_element(weakSlots.begin(), weakSlots.end());
|
|
|
|
return SlotID();
|
|
};
|
|
|
|
int count = stacks.size();
|
|
for(int i = 0; i < count; i++)
|
|
{
|
|
auto pair = *vstd::maxElementByFun(stacks, [&](std::pair<SlotID, CStackInstance *> 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(pair.second->getPower());
|
|
if(dst.validSlot())
|
|
cb->swapStacks(StackLocation(this, pair.first), StackLocation(visitingHero, dst));
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGTownInstance::removeCapitols (PlayerColor owner) const
|
|
{
|
|
if (hasCapitol()) // search if there's an older capitol
|
|
{
|
|
PlayerState* state = cb->gameState()->getPlayer (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 (!hasBuilt(BuildingID::MARKETPLACE))
|
|
return 0;
|
|
|
|
const PlayerState *p = cb->getPlayer(tempOwner);
|
|
assert(p);
|
|
|
|
int marketCount = 0;
|
|
for(const CGTownInstance *t : p->towns)
|
|
if(t->hasBuilt(BuildingID::MARKETPLACE))
|
|
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(BuildingID::ARTIFACT_MERCHANT, ETownType::TOWER)
|
|
|| hasBuilt(BuildingID::ARTIFACT_MERCHANT, ETownType::DUNGEON)
|
|
|| hasBuilt(BuildingID::ARTIFACT_MERCHANT, ETownType::CONFLUX);
|
|
|
|
case EMarketMode::CREATURE_RESOURCE:
|
|
return hasBuilt(BuildingID::FREELANCERS_GUILD, ETownType::STRONGHOLD);
|
|
|
|
case EMarketMode::CREATURE_UNDEAD:
|
|
return hasBuilt(BuildingID::SKELETON_TRANSFORMER, ETownType::NECROPOLIS);
|
|
|
|
case EMarketMode::RESOURCE_SKILL:
|
|
return hasBuilt(BuildingID::MAGIC_UNIVERSITY, ETownType::CONFLUX);
|
|
default:
|
|
assert(0);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
std::vector<int> CGTownInstance::availableItemsIds(EMarketMode::EMarketMode mode) const
|
|
{
|
|
if(mode == EMarketMode::RESOURCE_ARTIFACT)
|
|
{
|
|
std::vector<int> ret;
|
|
for(const CArtifact *a : merchantArtifacts)
|
|
if(a)
|
|
ret.push_back(a->id);
|
|
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->factions[subID]->town;
|
|
randomizeArmy(subID);
|
|
updateAppearance();
|
|
}
|
|
|
|
void CGTownInstance::updateAppearance()
|
|
{
|
|
//FIXME: not the best way to do this
|
|
auto app = VLC->objtypeh->getHandlerFor(ID, subID)->getOverride(cb->gameState()->getTile(visitablePos())->terType, this);
|
|
if (app)
|
|
appearance = app.get();
|
|
}
|
|
|
|
std::string CGTownInstance::nodeName() const
|
|
{
|
|
return "Town (" + (town ? town->faction->name : "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()
|
|
{
|
|
Bonus *b = getExportedBonusList().getFirst(Selector::sourceType(Bonus::ARMY).And(Selector::type(Bonus::MORALE)));
|
|
if(!b)
|
|
{
|
|
b = new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);
|
|
addNewBonus(b);
|
|
}
|
|
|
|
if (garrisonHero)
|
|
{
|
|
b->val = 0;
|
|
CBonusSystemNode::treeHasChanged();
|
|
}
|
|
else
|
|
CArmedInstance::updateMoraleBonusFromArmy();
|
|
}
|
|
|
|
void CGTownInstance::recreateBuildingsBonuses()
|
|
{
|
|
static TPropagatorPtr playerProp(new CPropagatorNodeType(PLAYER));
|
|
|
|
BonusList bl;
|
|
getExportedBonusList().getBonuses(bl, Selector::sourceType(Bonus::TOWN_STRUCTURE));
|
|
for(Bonus *b : bl)
|
|
removeBonus(b);
|
|
|
|
//tricky! -> checks tavern only if no bratherhood of sword or not a castle
|
|
if(subID != ETownType::CASTLE || !addBonusIfBuilt(BuildingID::BROTHERHOOD, Bonus::MORALE, +2))
|
|
addBonusIfBuilt(BuildingID::TAVERN, Bonus::MORALE, +1);
|
|
|
|
if(subID == ETownType::CASTLE) //castle
|
|
{
|
|
addBonusIfBuilt(BuildingID::LIGHTHOUSE, Bonus::SEA_MOVEMENT, +500, playerProp);
|
|
addBonusIfBuilt(BuildingID::GRAIL, Bonus::MORALE, +2, playerProp); //colossus
|
|
}
|
|
else if(subID == ETownType::RAMPART) //rampart
|
|
{
|
|
addBonusIfBuilt(BuildingID::FOUNTAIN_OF_FORTUNE, Bonus::LUCK, +2); //fountain of fortune
|
|
addBonusIfBuilt(BuildingID::GRAIL, Bonus::LUCK, +2, playerProp); //guardian spirit
|
|
}
|
|
else if(subID == ETownType::TOWER) //tower
|
|
{
|
|
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +15, PrimarySkill::KNOWLEDGE); //grail
|
|
}
|
|
else if(subID == ETownType::INFERNO) //Inferno
|
|
{
|
|
addBonusIfBuilt(BuildingID::STORMCLOUDS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER); //Brimstone Clouds
|
|
}
|
|
else if(subID == ETownType::NECROPOLIS) //necropolis
|
|
{
|
|
addBonusIfBuilt(BuildingID::COVER_OF_DARKNESS, Bonus::DARKNESS, +20);
|
|
addBonusIfBuilt(BuildingID::NECROMANCY_AMPLIFIER, Bonus::SECONDARY_SKILL_PREMY, +10, playerProp, SecondarySkill::NECROMANCY); //necromancy amplifier
|
|
addBonusIfBuilt(BuildingID::GRAIL, Bonus::SECONDARY_SKILL_PREMY, +20, playerProp, SecondarySkill::NECROMANCY); //Soul prison
|
|
}
|
|
else if(subID == ETownType::DUNGEON) //Dungeon
|
|
{
|
|
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +12, PrimarySkill::SPELL_POWER); //grail
|
|
}
|
|
else if(subID == ETownType::STRONGHOLD) //Stronghold
|
|
{
|
|
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +20, PrimarySkill::ATTACK); //grail
|
|
}
|
|
else if(subID == ETownType::FORTRESS) //Fortress
|
|
{
|
|
addBonusIfBuilt(BuildingID::GLYPHS_OF_FEAR, Bonus::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE); //Glyphs of Fear
|
|
addBonusIfBuilt(BuildingID::BLOOD_OBELISK, Bonus::PRIMARY_SKILL, +2, PrimarySkill::ATTACK); //Blood Obelisk
|
|
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::ATTACK); //grail
|
|
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::DEFENSE); //grail
|
|
}
|
|
else if(subID == ETownType::CONFLUX)
|
|
{
|
|
|
|
}
|
|
}
|
|
|
|
bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype /*= -1*/)
|
|
{
|
|
static auto emptyPropagator = TPropagatorPtr();
|
|
return addBonusIfBuilt(building, type, val, emptyPropagator, subtype);
|
|
}
|
|
|
|
bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr & prop, int subtype /*= -1*/)
|
|
{
|
|
if(hasBuilt(building))
|
|
{
|
|
std::ostringstream descr;
|
|
descr << town->buildings.at(building)->Name() << " ";
|
|
if(val > 0)
|
|
descr << "+";
|
|
else if(val < 0)
|
|
descr << "-";
|
|
descr << val;
|
|
|
|
Bonus *b = new Bonus(Bonus::PERMANENT, type, Bonus::TOWN_STRUCTURE, val, building, descr.str(), subtype);
|
|
if(prop)
|
|
b->addPropagator(prop);
|
|
addNewBonus(b);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void CGTownInstance::setVisitingHero(CGHeroInstance *h)
|
|
{
|
|
//if (!(!!visitingHero == !h))
|
|
//{
|
|
// logGlobal->warnStream() << boost::format("Hero visiting town %s is %s ") % name % (visitingHero.get() ? visitingHero->name : "NULL");
|
|
// logGlobal->warnStream() << boost::format("New hero will be %s ") % (h ? h->name : "NULL");
|
|
//
|
|
//}
|
|
assert(!!visitingHero == !h);
|
|
|
|
if(h)
|
|
{
|
|
PlayerState *p = cb->gameState()->getPlayer(h->tempOwner);
|
|
assert(p);
|
|
h->detachFrom(p);
|
|
h->attachTo(&townAndVis);
|
|
visitingHero = h;
|
|
h->visitedTown = this;
|
|
h->inTownGarrison = false;
|
|
}
|
|
else
|
|
{
|
|
PlayerState *p = cb->gameState()->getPlayer(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()->getPlayer(h->tempOwner);
|
|
assert(p);
|
|
h->detachFrom(p);
|
|
h->attachTo(this);
|
|
garrisonHero = h;
|
|
h->visitedTown = this;
|
|
h->inTownGarrison = true;
|
|
}
|
|
else
|
|
{
|
|
PlayerState *p = cb->gameState()->getPlayer(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 stacksCount() || garrisonHero;
|
|
}
|
|
|
|
int CGTownInstance::getTownLevel() const
|
|
{
|
|
// count all buildings that are not upgrades
|
|
return boost::range::count_if(builtBuildings, [&](const BuildingID & build)
|
|
{
|
|
return town->buildings.at(build) && town->buildings.at(build)->upgrade == -1;
|
|
});
|
|
}
|
|
|
|
CBonusSystemNode * CGTownInstance::whatShouldBeAttached()
|
|
{
|
|
return &townAndVis;
|
|
}
|
|
|
|
const CArmedInstance * CGTownInstance::getUpperArmy() const
|
|
{
|
|
if(garrisonHero)
|
|
return garrisonHero;
|
|
return this;
|
|
}
|
|
|
|
bool CGTownInstance::hasBuilt(BuildingID buildingID, int townID) const
|
|
{
|
|
if (townID == town->faction->index || townID == ETownType::ANY)
|
|
return hasBuilt(buildingID);
|
|
return false;
|
|
}
|
|
|
|
bool CGTownInstance::hasBuilt(BuildingID buildingID) const
|
|
{
|
|
return vstd::contains(builtBuildings, buildingID);
|
|
}
|
|
|
|
CBuilding::TRequired CGTownInstance::genBuildingRequirements(BuildingID buildID, bool includeUpgrade) const
|
|
{
|
|
const CBuilding * building = town->buildings.at(buildID);
|
|
|
|
std::function<CBuilding::TRequired::Variant(const BuildingID &)> dependTest =
|
|
[&](const BuildingID & id) -> CBuilding::TRequired::Variant
|
|
{
|
|
const CBuilding * build = town->buildings.at(id);
|
|
|
|
if (!hasBuilt(id))
|
|
return id;
|
|
|
|
if (build->upgrade != BuildingID::NONE && !hasBuilt(build->upgrade))
|
|
return build->upgrade;
|
|
|
|
return build->requirements.morph(dependTest);
|
|
};
|
|
|
|
CBuilding::TRequired::OperatorAll requirements;
|
|
if (building->upgrade != BuildingID::NONE)
|
|
{
|
|
const CBuilding * upgr = town->buildings.at(building->upgrade);
|
|
|
|
if (includeUpgrade)
|
|
requirements.expressions.push_back(upgr->bid);
|
|
requirements.expressions.push_back(upgr->requirements.morph(dependTest));
|
|
}
|
|
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, si32 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->errorStream() << "Cannot add hero " << h->name << " to visitors of structure #" << structureInstanceID;
|
|
assert(0);
|
|
}
|
|
}
|
|
|
|
void CGTownInstance::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
|
|
{
|
|
if(result.winner == 0)
|
|
{
|
|
clearArmy();
|
|
removeCapitols(hero->getOwner());
|
|
cb->setOwner (this, hero->tempOwner); //give control after checkout is done
|
|
FoWChange fw;
|
|
fw.player = hero->tempOwner;
|
|
fw.mode = 1;
|
|
cb->getTilesInRange(fw.tiles, getSightCenter(), getSightRadius(), tempOwner, 1);
|
|
cb->sendAndApply (&fw);
|
|
}
|
|
}
|
|
|
|
void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler)
|
|
{
|
|
CGObjectInstance::serializeJsonOwner(handler);
|
|
CCreatureSet::serializeJson(handler, "army");
|
|
handler.serializeBool<ui8>("tightFormation", 1, 0, formation);
|
|
handler.serializeString("name", name);
|
|
|
|
|
|
|
|
if(!handler.saving)
|
|
{
|
|
builtBuildings.insert(BuildingID::DEFAULT);//just in case
|
|
}
|
|
|
|
//todo: serialize buildings
|
|
// {
|
|
// std::vector<bool> standard;
|
|
// standard.resize(44, true);
|
|
//
|
|
//
|
|
// JsonSerializeFormat::LIC buildingsLIC(, CTownHandler::decodeBuilding, CTownHandler::encodeBuilding);
|
|
// }
|
|
|
|
{
|
|
JsonSerializeFormat::LIC spellsLIC(VLC->spellh->getDefaultAllowed(), CSpellHandler::decodeSpell, CSpellHandler::encodeSpell);
|
|
|
|
for(SpellID id : possibleSpells)
|
|
spellsLIC.any[id.num] = true;
|
|
|
|
for(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.push_back(SpellID(idx));
|
|
}
|
|
}
|
|
|
|
obligatorySpells.clear();
|
|
for(si32 idx = 0; idx < spellsLIC.all.size(); idx++)
|
|
{
|
|
if(spellsLIC.all[idx])
|
|
{
|
|
obligatorySpells.push_back(SpellID(idx));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
COPWBonus::COPWBonus (BuildingID index, CGTownInstance *TOWN)
|
|
{
|
|
ID = index;
|
|
town = TOWN;
|
|
id = 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(ID))
|
|
{
|
|
InfoWindow iw;
|
|
iw.player = h->tempOwner;
|
|
switch (town->subID)
|
|
{
|
|
case ETownType::CASTLE: //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);
|
|
iw.text << VLC->generaltexth->allTexts[580];
|
|
cb->showInfoDialog(&iw);
|
|
}
|
|
break;
|
|
case ETownType::DUNGEON: //Mana Vortex
|
|
if (visitors.empty() && h->mana <= h->manaLimit() * 2)
|
|
{
|
|
cb->setManaPoints (heroID, 2 * h->manaLimit());
|
|
//TODO: investigate line below
|
|
//cb->setObjProperty (town->id, ObjProperty::VISITED, true);
|
|
iw.text << VLC->generaltexth->allTexts[579];
|
|
cb->showInfoDialog(&iw);
|
|
town->addHeroToStructureVisitors(h, id);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
CTownBonus::CTownBonus (BuildingID index, CGTownInstance *TOWN)
|
|
{
|
|
ID = index;
|
|
town = TOWN;
|
|
id = 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(ID) && visitors.find(heroID) == visitors.end())
|
|
{
|
|
InfoWindow iw;
|
|
PrimarySkill::PrimarySkill what = PrimarySkill::ATTACK;
|
|
int val=0, mid=0;
|
|
switch (ID)
|
|
{
|
|
case BuildingID::SPECIAL_4:
|
|
switch(town->subID)
|
|
{
|
|
case ETownType::TOWER: //wall
|
|
what = PrimarySkill::KNOWLEDGE;
|
|
val = 1;
|
|
mid = 581;
|
|
iw.components.push_back (Component(Component::PRIM_SKILL, 3, 1, 0));
|
|
break;
|
|
case ETownType::INFERNO: //order of fire
|
|
what = PrimarySkill::SPELL_POWER;
|
|
val = 1;
|
|
mid = 582;
|
|
iw.components.push_back (Component(Component::PRIM_SKILL, 2, 1, 0));
|
|
break;
|
|
case ETownType::STRONGHOLD://hall of Valhalla
|
|
what = PrimarySkill::ATTACK;
|
|
val = 1;
|
|
mid = 584;
|
|
iw.components.push_back (Component(Component::PRIM_SKILL, 0, 1, 0));
|
|
break;
|
|
case ETownType::DUNGEON://academy of battle scholars
|
|
what = PrimarySkill::EXPERIENCE;
|
|
val = h->calculateXp(1000);
|
|
mid = 583;
|
|
iw.components.push_back (Component(Component::EXPERIENCE, 0, val, 0));
|
|
break;
|
|
}
|
|
break;
|
|
case BuildingID::SPECIAL_1:
|
|
switch(town->subID)
|
|
{
|
|
case ETownType::FORTRESS: //cage of warlords
|
|
what = PrimarySkill::DEFENSE;
|
|
val = 1;
|
|
mid = 585;
|
|
iw.components.push_back (Component(Component::PRIM_SKILL, 1, 1, 0));
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
assert(mid);
|
|
iw.player = cb->getOwner(heroID);
|
|
iw.text << VLC->generaltexth->allTexts[mid];
|
|
cb->showInfoDialog(&iw);
|
|
cb->changePrimSkill (cb->getHero(heroID), what, val);
|
|
town->addHeroToStructureVisitors(h, id);
|
|
}
|
|
}
|
|
|
|
GrowthInfo::Entry::Entry(const std::string &format, int _count)
|
|
: count(_count)
|
|
{
|
|
description = boost::str(boost::format(format) % count);
|
|
}
|
|
|
|
GrowthInfo::Entry::Entry(int subID, BuildingID building, int _count)
|
|
: count(_count)
|
|
{
|
|
description = boost::str(boost::format("%s %+d") % VLC->townh->factions[subID]->town->buildings.at(building)->Name() % count);
|
|
}
|
|
|
|
GrowthInfo::Entry::Entry(int _count, const std::string &fullDescription)
|
|
: count(_count)
|
|
{
|
|
description = fullDescription;
|
|
}
|
|
|
|
CTownAndVisitingHero::CTownAndVisitingHero()
|
|
{
|
|
setNodeType(TOWN_AND_VISITOR);
|
|
}
|
|
|
|
int GrowthInfo::totalGrowth() const
|
|
{
|
|
int ret = 0;
|
|
for(const Entry &entry : entries)
|
|
ret += entry.count;
|
|
|
|
return ret;
|
|
}
|