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3dd4fa2528
Final goal (of multiple PR's) is to remove all remaining pointers from serializeable game state, and replace them with either identifiers or with shared/unique pointers. CGTownInstance::town and CGHeroInstance::type members have been removed. Now this data is computed dynamically using subID member. VLC entity of a town can now be accessed via following methods: - getFactionID() returns ID of a faction - getFaction() returns pointer to a faction - getTown() returns pointer to a town VLC entity of a hero can now be accessed via following methods: - getHeroTypeID() returns ID of a hero - getHeroClassID() returns ID of a hero class - getHeroType() returns pointer to a hero - getHeroClass() returns pointer to a hero class
567 lines
16 KiB
C++
567 lines
16 KiB
C++
/*
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* CGDwelling.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 "CGDwelling.h"
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#include "../serializer/JsonSerializeFormat.h"
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#include "../entities/faction/CTownHandler.h"
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#include "../mapping/CMap.h"
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#include "../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../mapObjectConstructors/DwellingInstanceConstructor.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../mapObjects/CGTownInstance.h"
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#include "../networkPacks/StackLocation.h"
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#include "../networkPacks/PacksForClient.h"
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#include "../networkPacks/PacksForClientBattle.h"
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#include "../IGameCallback.h"
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#include "../gameState/CGameState.h"
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#include "../CPlayerState.h"
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#include "../IGameSettings.h"
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#include "../CConfigHandler.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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void CGDwellingRandomizationInfo::serializeJson(JsonSerializeFormat & handler)
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{
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handler.serializeString("sameAsTown", instanceId);
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handler.serializeIdArray("allowedFactions", allowedFactions);
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handler.serializeInt("minLevel", minLevel, static_cast<uint8_t>(1));
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handler.serializeInt("maxLevel", maxLevel, static_cast<uint8_t>(7));
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if(!handler.saving)
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{
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//todo: safely allow any level > 7
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vstd::abetween<uint8_t>(minLevel, 1, 7);
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vstd::abetween<uint8_t>(maxLevel, minLevel, 7);
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}
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}
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CGDwelling::CGDwelling(IGameCallback *cb):
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CArmedInstance(cb)
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{}
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CGDwelling::~CGDwelling() = default;
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FactionID CGDwelling::randomizeFaction(vstd::RNG & rand)
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{
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if (ID == Obj::RANDOM_DWELLING_FACTION)
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return FactionID(subID.getNum());
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assert(ID == Obj::RANDOM_DWELLING || ID == Obj::RANDOM_DWELLING_LVL);
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assert(randomizationInfo.has_value());
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if (!randomizationInfo)
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return FactionID::CASTLE;
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CGTownInstance * linkedTown = nullptr;
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if (!randomizationInfo->instanceId.empty())
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{
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auto iter = cb->gameState()->map->instanceNames.find(randomizationInfo->instanceId);
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if(iter == cb->gameState()->map->instanceNames.end())
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logGlobal->error("Map object not found: %s", randomizationInfo->instanceId);
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linkedTown = dynamic_cast<CGTownInstance *>(iter->second.get());
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}
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if (randomizationInfo->identifier != 0)
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{
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for(auto & elem : cb->gameState()->map->objects)
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{
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auto town = dynamic_cast<CGTownInstance*>(elem.get());
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if(town && town->identifier == randomizationInfo->identifier)
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{
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linkedTown = town;
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break;
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}
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}
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}
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if (linkedTown)
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{
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if(linkedTown->ID==Obj::RANDOM_TOWN)
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linkedTown->pickRandomObject(rand); //we have to randomize the castle first
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assert(linkedTown->ID == Obj::TOWN);
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if(linkedTown->ID==Obj::TOWN)
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return linkedTown->getFactionID();
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}
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if(!randomizationInfo->allowedFactions.empty())
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return *RandomGeneratorUtil::nextItem(randomizationInfo->allowedFactions, rand);
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std::vector<FactionID> potentialPicks;
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for (FactionID faction(0); faction < FactionID(VLC->townh->size()); ++faction)
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if (VLC->factions()->getById(faction)->hasTown())
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potentialPicks.push_back(faction);
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assert(!potentialPicks.empty());
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return *RandomGeneratorUtil::nextItem(potentialPicks, rand);
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}
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int CGDwelling::randomizeLevel(vstd::RNG & rand)
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{
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if (ID == Obj::RANDOM_DWELLING_LVL)
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return subID.getNum();
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assert(ID == Obj::RANDOM_DWELLING || ID == Obj::RANDOM_DWELLING_FACTION);
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assert(randomizationInfo.has_value());
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if (!randomizationInfo)
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return rand.nextInt(1, 7) - 1;
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if(randomizationInfo->minLevel == randomizationInfo->maxLevel)
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return randomizationInfo->minLevel - 1;
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return rand.nextInt(randomizationInfo->minLevel, randomizationInfo->maxLevel) - 1;
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}
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void CGDwelling::pickRandomObject(vstd::RNG & rand)
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{
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if (ID == Obj::RANDOM_DWELLING || ID == Obj::RANDOM_DWELLING_LVL || ID == Obj::RANDOM_DWELLING_FACTION)
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{
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FactionID faction = randomizeFaction(rand);
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int level = randomizeLevel(rand);
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assert(faction != FactionID::NONE && faction != FactionID::NEUTRAL);
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assert(level >= 0 && level <= 6);
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randomizationInfo.reset();
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CreatureID cid = (*VLC->townh)[faction]->town->creatures[level][0];
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//NOTE: this will pick last dwelling with this creature (Mantis #900)
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//check for block map equality is better but more complex solution
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auto testID = [&](const Obj & primaryID) -> MapObjectSubID
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{
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auto dwellingIDs = VLC->objtypeh->knownSubObjects(primaryID);
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for (MapObjectSubID entry : dwellingIDs)
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{
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const auto * handler = dynamic_cast<const DwellingInstanceConstructor *>(VLC->objtypeh->getHandlerFor(primaryID, entry).get());
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if (!handler->isBannedForRandomDwelling() && handler->producesCreature(cid.toCreature()))
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return MapObjectSubID(entry);
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}
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return MapObjectSubID();
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};
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ID = Obj::CREATURE_GENERATOR1;
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subID = testID(Obj::CREATURE_GENERATOR1);
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if (subID == MapObjectSubID())
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{
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ID = Obj::CREATURE_GENERATOR4;
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subID = testID(Obj::CREATURE_GENERATOR4);
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}
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if (subID == MapObjectSubID())
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{
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logGlobal->error("Error: failed to find dwelling for %s of level %d", (*VLC->townh)[faction]->getNameTranslated(), int(level));
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ID = Obj::CREATURE_GENERATOR1;
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subID = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1), rand);
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}
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setType(ID, subID);
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}
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}
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void CGDwelling::initObj(vstd::RNG & rand)
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{
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switch(ID.toEnum())
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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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getObjectHandler()->configureObject(this, rand);
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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.emplace_back(CreatureID::BALLISTA);
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creatures[1].second.emplace_back(CreatureID::FIRST_AID_TENT);
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creatures[2].second.emplace_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(ObjProperty what, ObjPropertyID identifier)
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{
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switch (what)
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{
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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] = identifier.as<CreatureID>();
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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.type = EInfoWindowMode::AUTO;
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iw.player = h->tempOwner;
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iw.text.appendLocalString(EMetaText::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week.
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iw.text.replaceName(ID);
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cb->sendAndApply(iw);
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return;
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}
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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 == PlayerRelations::ENEMIES && 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.appendLocalString(EMetaText::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.replaceTextID(getObjectHandler()->getNameTextID());
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if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
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bd.text.replaceRawString(CCreature::getQuantityRangeStringForId(Slots().begin()->second->getQuantityID()));
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else
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bd.text.replaceLocalString(EMetaText::ARRAY_TXT, 173 + (int)Slots().begin()->second->getQuantityID()*3);
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bd.text.replaceName(*Slots().begin()->second);
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cb->showBlockingDialog(this, &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 == PlayerRelations::ENEMIES && 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.appendLocalString(EMetaText::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.replaceTextID(getObjectHandler()->getNameTextID());
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for(const auto & elem : creatures)
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bd.text.replaceNamePlural(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.appendLocalString(EMetaText::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
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bd.text.replaceName(ID);
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for(const auto & elem : creatures)
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bd.text.replaceNamePlural(elem.second[0]);
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}
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else if(ID == Obj::WAR_MACHINE_FACTORY)
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bd.text.appendLocalString(EMetaText::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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if(ID == Obj::REFUGEE_CAMP || (ID == Obj::CREATURE_GENERATOR1 && VLC->creatures()->getById(creatures[0].second[0])->getLevel() != 1))
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{
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bd.flags |= BlockingDialog::SAFE_TO_AUTOACCEPT;
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}
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cb->showBlockingDialog(this, &bd);
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}
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void CGDwelling::newTurn(vstd::RNG & rand) 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->setObjPropertyID(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster(rand));
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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.empty())
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{
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bool creaturesAccumulate = false;
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if (tempOwner.isValidPlayer())
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creaturesAccumulate = cb->getSettings().getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED);
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else
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creaturesAccumulate = cb->getSettings().getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_NEUTRAL);
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const CCreature * cre =creatures[i].second[0].toCreature();
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TQuantity amount = cre->getGrowth() * (1 + cre->valOfBonuses(BonusType::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(cre->getLevel()));
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if (creaturesAccumulate && 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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std::vector<Component> CGDwelling::getPopupComponents(PlayerColor player) const
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{
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bool visitedByOwner = getOwner() == player;
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std::vector<Component> result;
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if (ID == Obj::CREATURE_GENERATOR1 && !creatures.empty())
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{
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for (auto const & creature : creatures.front().second)
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{
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if (visitedByOwner)
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result.emplace_back(ComponentType::CREATURE, creature, creatures.front().first);
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else
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result.emplace_back(ComponentType::CREATURE, creature);
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}
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}
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if (ID == Obj::CREATURE_GENERATOR4)
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{
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for (auto const & creatureLevel : creatures)
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{
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if (!creatureLevel.second.empty())
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{
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if (visitedByOwner)
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result.emplace_back(ComponentType::CREATURE, creatureLevel.second.back(), creatureLevel.first);
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else
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result.emplace_back(ComponentType::CREATURE, creatureLevel.second.back());
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}
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}
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}
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return result;
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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->creatures()->getById(creatureEntry.second.at(0))->getLevel() >= 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 = creatureEntry.second.at(0).toCreature();
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SlotID slot = getSlotFor(crea->getId());
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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.army = this->id;
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csc.slot = slot;
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csc.count = crea->getGrowth() * 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.army = this->id;
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ns.slot = slot;
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ns.type = crea->getId();
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ns.count = crea->getGrowth() * 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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auto *crs = crid.toCreature();
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TQuantity count = creatures[0].first;
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if(crs->getLevel() == 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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if (cb->getSettings().getBoolean(EGameSettings::DWELLINGS_MERGE_ON_RECRUIT))
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{
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SlotID testSlot = h->getSlotFor(crid);
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if(!testSlot.validSlot()) //no available slot - try merging army of visiting hero
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{
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std::pair<SlotID, SlotID> toMerge;
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if (h->mergeableStacks(toMerge))
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{
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cb->moveStack(StackLocation(h, toMerge.first), StackLocation(h, toMerge.second), -1); //merge toMerge.first into toMerge.second
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assert(!h->hasStackAtSlot(toMerge.first)); //we have now a new free slot
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}
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}
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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.type = EInfoWindowMode::AUTO;
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iw.player = h->tempOwner;
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iw.text.appendLocalString(EMetaText::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
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iw.text.replaceNamePlural(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.type = EInfoWindowMode::AUTO;
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iw.player = h->tempOwner;
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iw.text.appendLocalString(EMetaText::GENERAL_TXT, 423); //%d %s join your army.
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iw.text.replaceNumber(count);
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iw.text.replaceNamePlural(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.type = EInfoWindowMode::AUTO;
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iw.text.appendLocalString(EMetaText::GENERAL_TXT, 422); //There are no %s here to recruit.
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iw.text.replaceNamePlural(crid);
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iw.player = h->tempOwner;
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cb->sendAndApply(iw);
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}
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}
|
|
else
|
|
{
|
|
if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines
|
|
{
|
|
//there is 1 war machine available to recruit if hero doesn't have one
|
|
SetAvailableCreatures sac;
|
|
sac.tid = id;
|
|
sac.creatures = creatures;
|
|
sac.creatures[0].first = !h->getArt(ArtifactPosition::MACH1); //ballista
|
|
sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent
|
|
sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart
|
|
cb->sendAndApply(sac);
|
|
}
|
|
|
|
auto windowMode = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP) ? EOpenWindowMode::RECRUITMENT_FIRST : EOpenWindowMode::RECRUITMENT_ALL;
|
|
cb->showObjectWindow(this, windowMode, h, true);
|
|
}
|
|
}
|
|
|
|
void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
|
|
{
|
|
if (result.winner == BattleSide::ATTACKER)
|
|
{
|
|
onHeroVisit(hero);
|
|
}
|
|
}
|
|
|
|
void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
|
|
{
|
|
auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
|
|
if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present
|
|
{
|
|
if(answer)
|
|
cb->startBattle(hero, this);
|
|
}
|
|
else if(answer)
|
|
{
|
|
heroAcceptsCreatures(hero);
|
|
}
|
|
}
|
|
|
|
void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
|
|
{
|
|
switch (ID.toEnum())
|
|
{
|
|
case Obj::WAR_MACHINE_FACTORY:
|
|
case Obj::REFUGEE_CAMP:
|
|
//do nothing
|
|
break;
|
|
case Obj::RANDOM_DWELLING:
|
|
case Obj::RANDOM_DWELLING_LVL:
|
|
case Obj::RANDOM_DWELLING_FACTION:
|
|
if (!handler.saving)
|
|
randomizationInfo = CGDwellingRandomizationInfo();
|
|
randomizationInfo->serializeJson(handler);
|
|
[[fallthrough]];
|
|
default:
|
|
serializeJsonOwner(handler);
|
|
break;
|
|
}
|
|
}
|
|
|
|
const IOwnableObject * CGDwelling::asOwnable() const
|
|
{
|
|
switch (ID.toEnum())
|
|
{
|
|
case Obj::WAR_MACHINE_FACTORY:
|
|
case Obj::REFUGEE_CAMP:
|
|
return nullptr; // can't be owned
|
|
default:
|
|
return this;
|
|
}
|
|
}
|
|
|
|
ResourceSet CGDwelling::dailyIncome() const
|
|
{
|
|
return {};
|
|
}
|
|
|
|
std::vector<CreatureID> CGDwelling::providedCreatures() const
|
|
{
|
|
if (ID == Obj::WAR_MACHINE_FACTORY || ID == Obj::REFUGEE_CAMP)
|
|
return {};
|
|
|
|
std::vector<CreatureID> result;
|
|
for (const auto & level : creatures)
|
|
result.insert(result.end(), level.second.begin(), level.second.end());
|
|
|
|
return result;
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|