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36c1ed670f
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)
102 lines
2.9 KiB
C++
102 lines
2.9 KiB
C++
/*
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* CBuilding.h, 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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#pragma once
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#include "TownFortifications.h"
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#include "../../constants/EntityIdentifiers.h"
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#include "../../LogicalExpression.h"
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#include "../../ResourceSet.h"
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#include "../../bonuses/BonusList.h"
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#include "../../rewardable/Info.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CTown;
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/// a typical building encountered in every castle ;]
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/// this is structure available to both client and server
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/// contains all mechanics-related data about town structures
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class DLL_LINKAGE CBuilding
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{
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std::string modScope;
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std::string identifier;
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public:
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using TRequired = LogicalExpression<BuildingID>;
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CTown * town; // town this building belongs to
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TResources resources;
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TResources produce;
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TRequired requirements;
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ArtifactID warMachine;
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TownFortifications fortifications;
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std::set<EMarketMode> marketModes;
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BuildingID bid; //structure ID
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BuildingID upgrade; /// indicates that building "upgrade" can be improved by this, -1 = empty
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BuildingSubID::EBuildingSubID subId; /// subtype for special buildings, -1 = the building is not special
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bool upgradeReplacesBonuses = false;
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BonusList buildingBonuses;
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Rewardable::Info rewardableObjectInfo; ///configurable rewards for special buildings
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enum EBuildMode
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{
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BUILD_NORMAL, // 0 - normal, default
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BUILD_AUTO, // 1 - auto - building appears when all requirements are built
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BUILD_SPECIAL, // 2 - special - building can not be built normally
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BUILD_GRAIL // 3 - grail - building requires grail to be built
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} mode;
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enum ETowerHeight // for lookup towers and some grails
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{
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HEIGHT_NO_TOWER = 5, // building has not 'lookout tower' ability
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HEIGHT_LOW = 10, // low lookout tower, but castle without lookout tower gives radius 5
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HEIGHT_AVERAGE = 15,
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HEIGHT_HIGH = 20, // such tower is in the Tower town
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HEIGHT_SKYSHIP = std::numeric_limits<int>::max() // grail, open entire map
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} height;
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static const std::map<std::string, CBuilding::EBuildMode> MODES;
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static const std::map<std::string, CBuilding::ETowerHeight> TOWER_TYPES;
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CBuilding() : town(nullptr), mode(BUILD_NORMAL) {};
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BuildingTypeUniqueID getUniqueTypeID() const;
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std::string getJsonKey() const;
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std::string getNameTranslated() const;
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std::string getDescriptionTranslated() const;
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std::string getBaseTextID() const;
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std::string getNameTextID() const;
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std::string getDescriptionTextID() const;
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//return base of upgrade(s) or this
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BuildingID getBase() const;
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// returns how many times build has to be upgraded to become build
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si32 getDistance(const BuildingID & build) const;
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STRONG_INLINE
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bool IsTradeBuilding() const
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{
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return !marketModes.empty();
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}
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void addNewBonus(const std::shared_ptr<Bonus> & b, BonusList & bonusList) const;
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friend class CTownHandler;
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};
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VCMI_LIB_NAMESPACE_END
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