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327ff01471
Added flag `manualHeroVisit` flag to town building. If this flag is set, then building will only be activated on click and will not give its effect on hero recrutiment, hero visit, or new day. This allows implementing changes to Mana Vortex from HotA
103 lines
2.9 KiB
C++
103 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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bool manualHeroVisit = 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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