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vcmi/lib/entities/building/CBuilding.h
Ivan Savenko 36c1ed670f Support for configurable town fortifications
Removed most of hardcoded checks for fort level or for presence of fort/
citadel/castle buildings.

It is now possible to define which parts of town fortifications are
provided by town buildings

Configuration for H3-like fortifications is provided in
buildingsLibrary.json and will be used automatically by mods as long as
mods have buidings named "fort", "citadel" and "castle".

Alternatively, mods can separately define:
- hitpoints of walls (shared value for all sections)
- hitpoints of central, upper and lower towers (separate values)
- presence of moat
- shooters for each tower (separate values)
2024-08-28 19:42:14 +00:00

102 lines
2.9 KiB
C++

/*
* CBuilding.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 "TownFortifications.h"
#include "../../constants/EntityIdentifiers.h"
#include "../../LogicalExpression.h"
#include "../../ResourceSet.h"
#include "../../bonuses/BonusList.h"
#include "../../rewardable/Info.h"
VCMI_LIB_NAMESPACE_BEGIN
class CTown;
/// a typical building encountered in every castle ;]
/// this is structure available to both client and server
/// contains all mechanics-related data about town structures
class DLL_LINKAGE CBuilding
{
std::string modScope;
std::string identifier;
public:
using TRequired = LogicalExpression<BuildingID>;
CTown * town; // town this building belongs to
TResources resources;
TResources produce;
TRequired requirements;
ArtifactID warMachine;
TownFortifications fortifications;
std::set<EMarketMode> marketModes;
BuildingID bid; //structure ID
BuildingID upgrade; /// indicates that building "upgrade" can be improved by this, -1 = empty
BuildingSubID::EBuildingSubID subId; /// subtype for special buildings, -1 = the building is not special
bool upgradeReplacesBonuses = false;
BonusList buildingBonuses;
Rewardable::Info rewardableObjectInfo; ///configurable rewards for special buildings
enum EBuildMode
{
BUILD_NORMAL, // 0 - normal, default
BUILD_AUTO, // 1 - auto - building appears when all requirements are built
BUILD_SPECIAL, // 2 - special - building can not be built normally
BUILD_GRAIL // 3 - grail - building requires grail to be built
} mode;
enum ETowerHeight // for lookup towers and some grails
{
HEIGHT_NO_TOWER = 5, // building has not 'lookout tower' ability
HEIGHT_LOW = 10, // low lookout tower, but castle without lookout tower gives radius 5
HEIGHT_AVERAGE = 15,
HEIGHT_HIGH = 20, // such tower is in the Tower town
HEIGHT_SKYSHIP = std::numeric_limits<int>::max() // grail, open entire map
} height;
static const std::map<std::string, CBuilding::EBuildMode> MODES;
static const std::map<std::string, CBuilding::ETowerHeight> TOWER_TYPES;
CBuilding() : town(nullptr), mode(BUILD_NORMAL) {};
BuildingTypeUniqueID getUniqueTypeID() const;
std::string getJsonKey() const;
std::string getNameTranslated() const;
std::string getDescriptionTranslated() const;
std::string getBaseTextID() const;
std::string getNameTextID() const;
std::string getDescriptionTextID() const;
//return base of upgrade(s) or this
BuildingID getBase() const;
// returns how many times build has to be upgraded to become build
si32 getDistance(const BuildingID & build) const;
STRONG_INLINE
bool IsTradeBuilding() const
{
return !marketModes.empty();
}
void addNewBonus(const std::shared_ptr<Bonus> & b, BonusList & bonusList) const;
friend class CTownHandler;
};
VCMI_LIB_NAMESPACE_END