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vcmi/lib/mapObjects/CGTownInstance.cpp
Konstantin 716dd9a43b vcmi: remove a bunch of duplicated showInfoDialog
These methods duplicated in almost every map object
Just replace it by one such method
2023-03-11 21:41:57 +03:00

1916 lines
51 KiB
C++

/*
* CGTownInstance.cpp, 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
*
*/
#include "StdInc.h"
#include "CGTownInstance.h"
#include "CObjectClassesHandler.h"
#include "../spells/CSpellHandler.h"
#include "../NetPacks.h"
#include "../CConfigHandler.h"
#include "../CGeneralTextHandler.h"
#include "../CModHandler.h"
#include "../IGameCallback.h"
#include "../CGameState.h"
#include "../mapping/CMap.h"
#include "../CPlayerState.h"
#include "../TerrainHandler.h"
#include "../serializer/JsonSerializeFormat.h"
#include "../HeroBonus.h"
VCMI_LIB_NAMESPACE_BEGIN
std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
std::vector<int> CGTownInstance::universitySkills;
CSpecObjInfo::CSpecObjInfo():
owner(nullptr)
{
}
void CCreGenAsCastleInfo::serializeJson(JsonSerializeFormat & handler)
{
handler.serializeString("sameAsTown", instanceId);
if(!handler.saving)
{
asCastle = !instanceId.empty();
allowedFactions.clear();
}
if(!asCastle)
{
std::vector<bool> standard;
standard.resize(VLC->townh->size(), true);
JsonSerializeFormat::LIC allowedLIC(standard, &FactionID::decode, &FactionID::encode);
allowedLIC.any = allowedFactions;
handler.serializeLIC("allowedFactions", allowedLIC);
if(!handler.saving)
{
allowedFactions = allowedLIC.any;
}
}
}
void CCreGenLeveledInfo::serializeJson(JsonSerializeFormat & handler)
{
handler.serializeInt("minLevel", minLevel, static_cast<ui8>(1));
handler.serializeInt("maxLevel", maxLevel, static_cast<ui8>(7));
if(!handler.saving)
{
//todo: safely allow any level > 7
vstd::amax(minLevel, 1);
vstd::amin(minLevel, 7);
vstd::abetween(maxLevel, minLevel, 7);
}
}
void CCreGenLeveledCastleInfo::serializeJson(JsonSerializeFormat & handler)
{
CCreGenAsCastleInfo::serializeJson(handler);
CCreGenLeveledInfo::serializeJson(handler);
}
CGDwelling::CGDwelling()
: info(nullptr)
{
}
CGDwelling::~CGDwelling()
{
vstd::clear_pointer(info);
}
void CGDwelling::initObj(CRandomGenerator & rand)
{
switch(ID)
{
case Obj::CREATURE_GENERATOR1:
case Obj::CREATURE_GENERATOR4:
{
VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand);
if (getOwner() != PlayerColor::NEUTRAL)
cb->gameState()->players[getOwner()].dwellings.emplace_back(this);
assert(!creatures.empty());
assert(!creatures[0].second.empty());
break;
}
case Obj::REFUGEE_CAMP:
//is handled within newturn func
break;
case Obj::WAR_MACHINE_FACTORY:
creatures.resize(3);
creatures[0].second.emplace_back(CreatureID::BALLISTA);
creatures[1].second.emplace_back(CreatureID::FIRST_AID_TENT);
creatures[2].second.emplace_back(CreatureID::AMMO_CART);
break;
default:
assert(0);
break;
}
}
void CGDwelling::initRandomObjectInfo()
{
vstd::clear_pointer(info);
switch(ID)
{
case Obj::RANDOM_DWELLING: info = new CCreGenLeveledCastleInfo();
break;
case Obj::RANDOM_DWELLING_LVL: info = new CCreGenAsCastleInfo();
break;
case Obj::RANDOM_DWELLING_FACTION: info = new CCreGenLeveledInfo();
break;
}
if(info)
info->owner = this;
}
void CGDwelling::setPropertyDer(ui8 what, ui32 val)
{
switch (what)
{
case ObjProperty::OWNER: //change owner
if (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR2
|| ID == Obj::CREATURE_GENERATOR3 || ID == Obj::CREATURE_GENERATOR4)
{
if (tempOwner != PlayerColor::NEUTRAL)
{
std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;
dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));
}
if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral?
cb->gameState()->players[PlayerColor(val)].dwellings.emplace_back(this);
}
break;
case ObjProperty::AVAILABLE_CREATURE:
creatures.resize(1);
creatures[0].second.resize(1);
creatures[0].second[0] = CreatureID(val);
break;
}
}
void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
{
if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week.
iw.text.addReplacement(MetaString::OBJ_NAMES, ID);
cb->sendAndApply(&iw);
return;
}
PlayerRelations::PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );
if ( relations == PlayerRelations::ALLIES )
return;//do not allow recruiting or capturing
if( !relations && stacksCount() > 0) //object is guarded, owned by enemy
{
BlockingDialog bd(true,false);
bd.player = h->tempOwner;
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?
bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
bd.text.addReplacement(CCreature::getQuantityRangeStringForId(Slots().begin()->second->getQuantityID()));
else
bd.text.addReplacement(MetaString::ARRAY_TXT, 173 + (int)Slots().begin()->second->getQuantityID()*3);
bd.text.addReplacement(*Slots().begin()->second);
cb->showBlockingDialog(&bd);
return;
}
// TODO this shouldn't be hardcoded
if(!relations && ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP)
{
cb->setOwner(this, h->tempOwner);
}
BlockingDialog bd (true,false);
bd.player = h->tempOwner;
if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4)
{
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?
bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
for(const auto & elem : creatures)
bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
}
else if(ID == Obj::REFUGEE_CAMP)
{
bd.text.addTxt(MetaString::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
bd.text.addReplacement(MetaString::OBJ_NAMES, ID);
for(const auto & elem : creatures)
bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
}
else if(ID == Obj::WAR_MACHINE_FACTORY)
bd.text.addTxt(MetaString::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?
else
throw std::runtime_error("Illegal dwelling!");
cb->showBlockingDialog(&bd);
}
void CGDwelling::newTurn(CRandomGenerator & rand) const
{
if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week
return;
//town growths and War Machines Factories are handled separately
if(ID == Obj::TOWN || ID == Obj::WAR_MACHINE_FACTORY)
return;
if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature
{
cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster(rand));
}
bool change = false;
SetAvailableCreatures sac;
sac.creatures = creatures;
sac.tid = id;
for (size_t i = 0; i < creatures.size(); i++)
{
if(!creatures[i].second.empty())
{
CCreature *cre = VLC->creh->objects[creatures[i].second[0]];
TQuantity amount = cre->growth * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
if (VLC->modh->settings.DWELLINGS_ACCUMULATE_CREATURES && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures
sac.creatures[i].first += amount;
else
sac.creatures[i].first = amount;
change = true;
}
}
if(change)
cb->sendAndApply(&sac);
updateGuards();
}
void CGDwelling::updateGuards() const
{
//TODO: store custom guard config and use it
//TODO: store boolean flag for guards
bool guarded = false;
//default condition - creatures are of level 5 or higher
for (auto creatureEntry : creatures)
{
if (VLC->creh->objects[creatureEntry.second.at(0)]->level >= 5 && ID != Obj::REFUGEE_CAMP)
{
guarded = true;
break;
}
}
if (guarded)
{
for (auto creatureEntry : creatures)
{
const CCreature * crea = VLC->creh->objects[creatureEntry.second.at(0)];
SlotID slot = getSlotFor(crea->idNumber);
if (hasStackAtSlot(slot)) //stack already exists, overwrite it
{
ChangeStackCount csc;
csc.army = this->id;
csc.slot = slot;
csc.count = crea->growth * 3;
csc.absoluteValue = true;
cb->sendAndApply(&csc);
}
else //slot is empty, create whole new stack
{
InsertNewStack ns;
ns.army = this->id;
ns.slot = slot;
ns.type = crea->idNumber;
ns.count = crea->growth * 3;
cb->sendAndApply(&ns);
}
}
}
}
void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
{
CreatureID crid = creatures[0].second[0];
CCreature *crs = VLC->creh->objects[crid];
TQuantity count = creatures[0].first;
if(crs->level == 1 && ID != Obj::REFUGEE_CAMP) //first level - creatures are for free
{
if(count) //there are available creatures
{
SlotID slot = h->getSlotFor(crid);
if(!slot.validSlot()) //no available slot
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
cb->showInfoDialog(&iw);
}
else //give creatures
{
SetAvailableCreatures sac;
sac.tid = id;
sac.creatures = creatures;
sac.creatures[0].first = 0;
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army.
iw.text.addReplacement(count);
iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
cb->showInfoDialog(&iw);
cb->sendAndApply(&sac);
cb->addToSlot(StackLocation(h, slot), crs, count);
}
}
else //there no creatures
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.text.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit.
iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
iw.player = h->tempOwner;
cb->sendAndApply(&iw);
}
}
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);
}
OpenWindow ow;
ow.id1 = id.getNum();
ow.id2 = h->id.getNum();
ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP)
? EOpenWindowMode::RECRUITMENT_FIRST
: EOpenWindowMode::RECRUITMENT_ALL;
cb->sendAndApply(&ow);
}
}
void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if (result.winner == 0)
{
onHeroVisit(hero);
}
}
void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present
{
if(answer)
cb->startBattleI(hero, this);
}
else if(answer)
{
heroAcceptsCreatures(hero);
}
}
void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
{
if(!handler.saving)
initRandomObjectInfo();
switch (ID)
{
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:
info->serializeJson(handler);
//fall through
default:
serializeJsonOwner(handler);
break;
}
}
int CGTownInstance::getSightRadius() const //returns sight distance
{
auto ret = CBuilding::HEIGHT_NO_TOWER;
for(const auto & bid : builtBuildings)
{
if(bid.IsSpecialOrGrail())
{
auto height = town->buildings.at(bid)->height;
if(ret < height)
ret = height;
}
}
return ret;
}
void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
{
///this is freakin' overcomplicated solution
switch (what)
{
case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id.getNum());
break;
case ObjProperty::STRUCTURE_CLEAR_VISITORS:
bonusingBuildings[val]->setProperty (ObjProperty::STRUCTURE_CLEAR_VISITORS, 0);
break;
case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id.getNum());
break;
case ObjProperty::BONUS_VALUE_FIRST:
bonusValue.first = val;
break;
case ObjProperty::BONUS_VALUE_SECOND:
bonusValue.second = val;
break;
}
}
CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
{
if (hasBuilt(BuildingID::CASTLE))
return CASTLE;
if (hasBuilt(BuildingID::CITADEL))
return CITADEL;
if (hasBuilt(BuildingID::FORT))
return FORT;
return NONE;
}
int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
{
if (hasBuilt(BuildingID::CAPITOL))
return 3;
if (hasBuilt(BuildingID::CITY_HALL))
return 2;
if (hasBuilt(BuildingID::TOWN_HALL))
return 1;
if (hasBuilt(BuildingID::VILLAGE_HALL))
return 0;
return -1;
}
int CGTownInstance::mageGuildLevel() const
{
if (hasBuilt(BuildingID::MAGES_GUILD_5))
return 5;
if (hasBuilt(BuildingID::MAGES_GUILD_4))
return 4;
if (hasBuilt(BuildingID::MAGES_GUILD_3))
return 3;
if (hasBuilt(BuildingID::MAGES_GUILD_2))
return 2;
if (hasBuilt(BuildingID::MAGES_GUILD_1))
return 1;
return 0;
}
int CGTownInstance::getHordeLevel(const int & HID) const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present
{
return town->hordeLvl.at(HID);
}
int CGTownInstance::creatureGrowth(const int & level) const
{
return getGrowthInfo(level).totalGrowth();
}
GrowthInfo CGTownInstance::getGrowthInfo(int level) const
{
GrowthInfo ret;
if (level<0 || level >=GameConstants::CREATURES_PER_TOWN)
return ret;
if (creatures[level].second.empty())
return ret; //no dwelling
const CCreature *creature = VLC->creh->objects[creatures[level].second.back()];
const int base = creature->growth;
int castleBonus = 0;
ret.entries.emplace_back(VLC->generaltexth->allTexts[590], base); // \n\nBasic growth %d"
if (hasBuilt(BuildingID::CASTLE))
ret.entries.emplace_back(subID, BuildingID::CASTLE, castleBonus = base);
else if (hasBuilt(BuildingID::CITADEL))
ret.entries.emplace_back(subID, BuildingID::CITADEL, castleBonus = base / 2);
if(town->hordeLvl.at(0) == level)//horde 1
if(hasBuilt(BuildingID::HORDE_1))
ret.entries.emplace_back(subID, BuildingID::HORDE_1, creature->hordeGrowth);
if(town->hordeLvl.at(1) == level)//horde 2
if(hasBuilt(BuildingID::HORDE_2))
ret.entries.emplace_back(subID, BuildingID::HORDE_2, creature->hordeGrowth);
//statue-of-legion-like bonus: % to base+castle
TConstBonusListPtr bonuses2 = getBonuses(Selector::type()(Bonus::CREATURE_GROWTH_PERCENT));
for(const auto & b : *bonuses2)
{
const auto growth = b->val * (base + castleBonus) / 100;
ret.entries.emplace_back(growth, b->Description(growth));
}
//other *-of-legion-like bonuses (%d to growth cumulative with grail)
TConstBonusListPtr bonuses = getBonuses(Selector::type()(Bonus::CREATURE_GROWTH).And(Selector::subtype()(level)));
for(const auto & b : *bonuses)
ret.entries.emplace_back(b->val, b->Description());
int dwellingBonus = 0;
if(const PlayerState *p = cb->getPlayerState(tempOwner, false))
{
dwellingBonus = getDwellingBonus(creatures[level].second, p->dwellings);
}
if(dwellingBonus)
ret.entries.emplace_back(VLC->generaltexth->allTexts[591], dwellingBonus); // \nExternal dwellings %+d
if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth
ret.entries.emplace_back(subID, BuildingID::GRAIL, ret.totalGrowth() / 2);
return ret;
}
int CGTownInstance::getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<ConstTransitivePtr<CGDwelling> >& dwellings) const
{
int totalBonus = 0;
for (const auto& dwelling : dwellings)
{
for (const auto& creature : dwelling->creatures)
{
totalBonus += vstd::contains(creatureIds, creature.second[0]) ? 1 : 0;
}
}
return totalBonus;
}
TResources CGTownInstance::dailyIncome() const
{
TResources ret;
for(const auto & p : town->buildings)
{
BuildingID buildingUpgrade;
for(const 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)
{
this->setNodeType(CBonusSystemNode::TOWN);
}
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(BuildingSubID::LIBRARY))
ret++;
return ret;
}
bool CGTownInstance::needsLastStack() const
{
return garrisonHero != nullptr;
}
void CGTownInstance::setOwner(const PlayerColor & player) const
{
removeCapitols(player);
cb->setOwner(this, player);
}
void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
{
if(!cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ))//if this is enemy
{
if(armedGarrison() || visitingHero)
{
const CGHeroInstance * defendingHero = visitingHero ? visitingHero : garrisonHero;
const CArmedInstance * defendingArmy = defendingHero ? (CArmedInstance *)defendingHero : this;
const bool isBattleOutside = isBattleOutsideTown(defendingHero);
if(!isBattleOutside && visitingHero && defendingHero == visitingHero)
{
//we have two approaches to merge armies: mergeGarrisonOnSiege() and used in the CGameHandler::garrisonSwap(ObjectInstanceID tid)
auto * nodeSiege = defendingHero->whereShouldBeAttachedOnSiege(isBattleOutside);
if(nodeSiege == (CBonusSystemNode *)this)
cb->swapGarrisonOnSiege(this->id);
const_cast<CGHeroInstance *>(defendingHero)->inTownGarrison = false; //hack to return visitor from garrison after battle
}
cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (isBattleOutside ? nullptr : this));
}
else
{
auto heroColor = h->getOwner();
onTownCaptured(heroColor);
if(cb->gameState()->getPlayerStatus(heroColor) == EPlayerStatus::WINNER)
{
return; //we just won game, we do not need to perform any extra actions
//TODO: check how does H3 behave, visiting town on victory can affect campaigns (spells learned, +1 stat building visited)
}
cb->heroVisitCastle(this, h);
}
}
else if(h->visitablePos() == visitablePos())
{
bool commander_recover = h->commander && !h->commander->alive;
if (commander_recover) // rise commander from dead
{
SetCommanderProperty scp;
scp.heroid = h->id;
scp.which = SetCommanderProperty::ALIVE;
scp.amount = 1;
cb->sendAndApply(&scp);
}
cb->heroVisitCastle(this, h);
// TODO(vmarkovtsev): implement payment for rising the commander
if (commander_recover) // info window about commander
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text << h->commander->getName();
iw.components.emplace_back(*h->commander);
cb->showInfoDialog(&iw);
}
}
else
{
logGlobal->error("%s visits allied town of %s from different pos?", h->getNameTranslated(), name);
}
}
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->trace("%s correctly left town %s", h->getNameTranslated(), name);
}
else
logGlobal->warn("Warning, %s tries to leave the town %s but hero is not inside.", h->getNameTranslated(), name);
}
std::string CGTownInstance::getObjectName() const
{
return name + ", " + town->faction->getNameTranslated();
}
bool CGTownInstance::townEnvisagesBuilding(BuildingSubID::EBuildingSubID subId) const
{
return town->getBuildingType(subId) != BuildingID::NONE;
}
void CGTownInstance::initOverriddenBids()
{
for(const auto & bid : builtBuildings)
{
const auto & overrideThem = town->buildings.at(bid)->overrideBids;
for(const auto & overrideIt : overrideThem)
overriddenBuildings.insert(overrideIt);
}
}
bool CGTownInstance::isBonusingBuildingAdded(BuildingID::EBuildingID bid) const
{
auto present = std::find_if(bonusingBuildings.begin(), bonusingBuildings.end(), [&](CGTownBuilding* building)
{
return building->getBuildingType().num == bid;
});
return present != bonusingBuildings.end();
}
//it does not check hasBuilt because this check is in the OnHeroVisit handler
void CGTownInstance::tryAddOnePerWeekBonus(BuildingSubID::EBuildingSubID subID)
{
auto bid = town->getBuildingType(subID);
if(bid != BuildingID::NONE && !isBonusingBuildingAdded(bid))
bonusingBuildings.push_back(new COPWBonus(bid, subID, this));
}
void CGTownInstance::tryAddVisitingBonus(BuildingSubID::EBuildingSubID subID)
{
auto bid = town->getBuildingType(subID);
if(bid != BuildingID::NONE && !isBonusingBuildingAdded(bid))
bonusingBuildings.push_back(new CTownBonus(bid, subID, this));
}
void CGTownInstance::addTownBonuses()
{
for(const auto & kvp : town->buildings)
{
if(vstd::contains(overriddenBuildings, kvp.first))
continue;
if(kvp.second->IsVisitingBonus())
bonusingBuildings.push_back(new CTownBonus(kvp.second->bid, kvp.second->subId, this));
if(kvp.second->IsWeekBonus())
bonusingBuildings.push_back(new COPWBonus(kvp.second->bid, kvp.second->subId, this));
}
}
TDmgRange CGTownInstance::getTowerDamageRange() const
{
assert(hasBuilt(BuildingID::CASTLE));
// http://heroes.thelazy.net/wiki/Arrow_tower
// base damage, irregardless of town level
static constexpr int baseDamage = 6;
// extra damage, for each building in town
static constexpr int extraDamage = 1;
const int minDamage = baseDamage + extraDamage * getTownLevel();
return {
minDamage,
minDamage * 2
};
}
TDmgRange CGTownInstance::getKeepDamageRange() const
{
assert(hasBuilt(BuildingID::CITADEL));
// http://heroes.thelazy.net/wiki/Arrow_tower
// base damage, irregardless of town level
static constexpr int baseDamage = 10;
// extra damage, for each building in town
static constexpr int extraDamage = 2;
const int minDamage = baseDamage + extraDamage * getTownLevel();
return {
minDamage,
minDamage * 2
};
}
void CGTownInstance::deleteTownBonus(BuildingID::EBuildingID bid)
{
size_t i = 0;
CGTownBuilding * freeIt = nullptr;
for(i = 0; i != bonusingBuildings.size(); i++)
{
if(bonusingBuildings[i]->getBuildingType() == bid)
{
freeIt = bonusingBuildings[i];
break;
}
}
if(freeIt == nullptr)
return;
auto building = town->buildings.at(bid);
auto isVisitingBonus = building->IsVisitingBonus();
auto isWeekBonus = building->IsWeekBonus();
if(!isVisitingBonus && !isWeekBonus)
return;
bonusingBuildings.erase(bonusingBuildings.begin() + i);
delete freeIt;
}
void CGTownInstance::initObj(CRandomGenerator & rand) ///initialize town structures
{
blockVisit = true;
if(townEnvisagesBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example
creatures.resize(GameConstants::CREATURES_PER_TOWN + 1);
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]);
}
}
initOverriddenBids();
addTownBonuses(); //add special bonuses from buildings to the bonusingBuildings vector.
recreateBuildingsBonuses();
updateAppearance();
}
bool CGTownInstance::hasBuiltInOldWay(ETownType::ETownType type, const BuildingID & bid) const
{
return (this->town->faction != nullptr && this->town->faction->getIndex() == type && hasBuilt(bid));
}
void CGTownInstance::newTurn(CRandomGenerator & rand) const
{
if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week
{
//give resources if there's a Mystic Pond
if (hasBuilt(BuildingSubID::MYSTIC_POND)
&& 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);
}
const auto * manaVortex = getBonusingBuilding(BuildingSubID::MANA_VORTEX);
if (manaVortex != nullptr)
cb->setObjProperty(id, ObjProperty::STRUCTURE_CLEAR_VISITORS, manaVortex->indexOnTV); //reset visitors for Mana Vortex
//get Mana Vortex or Stables bonuses
//same code is in the CGameHandler::buildStructure method
if (visitingHero != nullptr)
cb->visitCastleObjects(this, visitingHero);
if (garrisonHero != nullptr)
cb->visitCastleObjects(this, garrisonHero);
if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
{
std::vector<SlotID> nativeCrits; //slots
for(const auto & elem : Slots())
{
if (elem.second->type->faction == subID) //native
{
nativeCrits.push_back(elem.first); //collect matching slots
}
}
if(!nativeCrits.empty())
{
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->objects[*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->objects[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->objects[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;
return cb->getPlayerRelations(tempOwner, color) != PlayerRelations::ENEMIES;
}
void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const
{
offsets = {int3(-1,2,0), int3(-3,2,0)};
}
void CGTownInstance::mergeGarrisonOnSiege() const
{
auto getWeakestStackSlot = [&](ui64 powerLimit)
{
std::vector<SlotID> weakSlots;
auto stacksList = visitingHero->stacks;
std::pair<SlotID, CStackInstance *> pair;
while(!stacksList.empty())
{
pair = *vstd::minElementByFun(stacksList, [&](const 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.empty())
return *std::max_element(weakSlots.begin(), weakSlots.end());
return SlotID();
};
auto count = static_cast<int>(stacks.size());
for(int i = 0; i < count; i++)
{
auto pair = *vstd::maxElementByFun(stacks, [&](const 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(static_cast<int>(pair.second->getPower()));
if(dst.validSlot())
cb->swapStacks(StackLocation(this, pair.first), StackLocation(visitingHero, dst));
}
}
}
void CGTownInstance::removeCapitols(const PlayerColor & owner) const
{
if (hasCapitol()) // search if there's an older capitol
{
PlayerState* state = cb->gameState()->getPlayerState(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(!hasBuiltSomeTradeBuilding())
return 0;
const PlayerState *p = cb->getPlayerState(tempOwner);
assert(p);
int marketCount = 0;
for(const CGTownInstance *t : p->towns)
if(t->hasBuiltSomeTradeBuilding())
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(BuildingSubID::ARTIFACT_MERCHANT);
case EMarketMode::CREATURE_RESOURCE:
return hasBuilt(BuildingSubID::FREELANCERS_GUILD);
case EMarketMode::CREATURE_UNDEAD:
return hasBuilt(BuildingSubID::CREATURE_TRANSFORMER);
case EMarketMode::RESOURCE_SKILL:
return hasBuilt(BuildingSubID::MAGIC_UNIVERSITY);
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->getId());
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)[subID]->town;
randomizeArmy(subID);
updateAppearance();
}
void CGTownInstance::updateAppearance()
{
auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
//FIXME: not the best way to do this
auto app = VLC->objtypeh->getHandlerFor(ID, subID)->getOverride(terrain, this);
if (app)
appearance = app;
}
std::string CGTownInstance::nodeName() const
{
return "Town (" + (town ? town->faction->getNameTranslated() : "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()
{
auto b = getExportedBonusList().getFirst(Selector::sourceType()(Bonus::ARMY).And(Selector::type()(Bonus::MORALE)));
if(!b)
{
b = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);
addNewBonus(b);
}
if (garrisonHero)
{
b->val = 0;
CBonusSystemNode::treeHasChanged();
}
else
CArmedInstance::updateMoraleBonusFromArmy();
}
void CGTownInstance::recreateBuildingsBonuses()
{
BonusList bl;
getExportedBonusList().getBonuses(bl, Selector::sourceType()(Bonus::TOWN_STRUCTURE));
for(const auto & b : bl)
removeBonus(b);
for(const auto & bid : builtBuildings)
{
if(vstd::contains(overriddenBuildings, bid)) //tricky! -> checks tavern only if no bratherhood of sword
continue;
auto building = town->buildings.at(bid);
if(building->buildingBonuses.empty())
continue;
for(auto & bonus : building->buildingBonuses)
{
if(bonus->limiter && bonus->effectRange == Bonus::ONLY_ENEMY_ARMY) //ONLY_ENEMY_ARMY is only mark for OppositeSide limiter to avoid extra dynamic_cast.
{
auto bCopy = std::make_shared<Bonus>(*bonus); //just a copy of the shared_ptr has been changed and reassigned.
bCopy->limiter = std::make_shared<OppositeSideLimiter>(this->getOwner());
addNewBonus(bCopy);
continue;
}
if(bonus->propagator != nullptr && bonus->propagator->getPropagatorType() == ALL_CREATURES)
VLC->creh->addBonusForAllCreatures(bonus);
else
addNewBonus(bonus);
}
}
}
void CGTownInstance::setVisitingHero(CGHeroInstance *h)
{
assert(!!visitingHero == !h);
if(h)
{
PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
assert(p);
h->detachFrom(*p);
h->attachTo(townAndVis);
visitingHero = h;
h->visitedTown = this;
h->inTownGarrison = false;
}
else
{
PlayerState *p = cb->gameState()->getPlayerState(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()->getPlayerState(h->tempOwner);
assert(p);
h->detachFrom(*p);
h->attachTo(*this);
garrisonHero = h;
h->visitedTown = this;
h->inTownGarrison = true;
}
else
{
PlayerState *p = cb->gameState()->getPlayerState(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 !stacks.empty() || garrisonHero;
}
const CTown * CGTownInstance::getTown() const
{
if(ID == Obj::RANDOM_TOWN)
return VLC->townh->randomTown;
else
{
if(nullptr == town)
{
return (*VLC->townh)[subID]->town;
}
else
return town;
}
}
int CGTownInstance::getTownLevel() const
{
// count all buildings that are not upgrades
int level = 0;
for(const auto & bid : builtBuildings)
{
if(town->buildings.at(bid)->upgrade == BuildingID::NONE)
level++;
}
return level;
}
CBonusSystemNode & CGTownInstance::whatShouldBeAttached()
{
return townAndVis;
}
std::string CGTownInstance::getNameTranslated() const
{
return name;
}
void CGTownInstance::setNameTranslated( const std::string & newName )
{
name = newName;
}
const CArmedInstance * CGTownInstance::getUpperArmy() const
{
if(garrisonHero)
return garrisonHero;
return this;
}
const CGTownBuilding * CGTownInstance::getBonusingBuilding(BuildingSubID::EBuildingSubID subId) const
{
for(auto * const building : bonusingBuildings)
{
if(building->getBuildingSubtype() == subId)
return building;
}
return nullptr;
}
bool CGTownInstance::hasBuiltSomeTradeBuilding() const
{
for(const auto & bid : builtBuildings)
{
if(town->buildings.at(bid)->IsTradeBuilding())
return true;
}
return false;
}
bool CGTownInstance::hasBuilt(BuildingSubID::EBuildingSubID buildingID) const
{
for(const auto & bid : builtBuildings)
{
if(town->buildings.at(bid)->subId == buildingID)
return true;
}
return false;
}
bool CGTownInstance::hasBuilt(const BuildingID & buildingID) const
{
return vstd::contains(builtBuildings, buildingID);
}
bool CGTownInstance::hasBuilt(const BuildingID & buildingID, int townID) const
{
if (townID == town->faction->getIndex() || townID == ETownType::ANY)
return hasBuilt(buildingID);
return false;
}
TResources CGTownInstance::getBuildingCost(const BuildingID & buildingID) const
{
if (vstd::contains(town->buildings, buildingID))
return town->buildings.at(buildingID)->resources;
else
{
logGlobal->error("Town %s at %s has no possible building %d!", name, pos.toString(), buildingID.toEnum());
return TResources();
}
}
CBuilding::TRequired CGTownInstance::genBuildingRequirements(const BuildingID & buildID, bool deep) const
{
const CBuilding * building = town->buildings.at(buildID);
//TODO: find better solution to prevent infinite loops
std::set<BuildingID> processed;
std::function<CBuilding::TRequired::Variant(const BuildingID &)> dependTest =
[&](const BuildingID & id) -> CBuilding::TRequired::Variant
{
const CBuilding * build = town->buildings.at(id);
CBuilding::TRequired::OperatorAll requirements;
if (!hasBuilt(id))
{
if (deep)
requirements.expressions.emplace_back(id);
else
return id;
}
if(!vstd::contains(processed, id))
{
processed.insert(id);
if (build->upgrade != BuildingID::NONE)
requirements.expressions.push_back(dependTest(build->upgrade));
requirements.expressions.push_back(build->requirements.morph(dependTest));
}
return requirements;
};
CBuilding::TRequired::OperatorAll requirements;
if (building->upgrade != BuildingID::NONE)
{
const CBuilding * upgr = town->buildings.at(building->upgrade);
requirements.expressions.push_back(dependTest(upgr->bid));
processed.clear();
}
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, si64 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->error("Cannot add hero %s to visitors of structure # %d", h->getNameTranslated(), structureInstanceID);
throw std::runtime_error("internal error");
}
}
void CGTownInstance::battleFinished(const CGHeroInstance * hero, const BattleResult & result) const
{
if(result.winner == BattleSide::ATTACKER)
{
clearArmy();
onTownCaptured(hero->getOwner());
}
}
void CGTownInstance::onTownCaptured(const PlayerColor & winner) const
{
setOwner(winner);
FoWChange fw;
fw.player = winner;
fw.mode = 1;
cb->getTilesInRange(fw.tiles, getSightCenter(), getSightRadius(), winner, 1);
cb->sendAndApply(& fw);
}
void CGTownInstance::afterAddToMap(CMap * map)
{
if(ID == Obj::TOWN)
map->towns.emplace_back(this);
}
void CGTownInstance::afterRemoveFromMap(CMap * map)
{
if (ID == Obj::TOWN)
vstd::erase_if_present(map->towns, this);
}
void CGTownInstance::reset()
{
CGTownInstance::merchantArtifacts.clear();
CGTownInstance::universitySkills.clear();
}
void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler)
{
CGObjectInstance::serializeJsonOwner(handler);
CCreatureSet::serializeJson(handler, "army", 7);
handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
handler.serializeString("name", name);
{
auto decodeBuilding = [this](const std::string & identifier) -> si32
{
auto rawId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeMap(), getTown()->getBuildingScope(), identifier);
if(rawId)
return rawId.get();
else
return -1;
};
auto encodeBuilding = [this](si32 index) -> std::string
{
return getTown()->buildings.at(BuildingID(index))->getJsonKey();
};
const std::set<si32> standard = getTown()->getAllBuildings();//by default all buildings are allowed
JsonSerializeFormat::LICSet buildingsLIC(standard, decodeBuilding, encodeBuilding);
if(handler.saving)
{
bool customBuildings = false;
boost::logic::tribool hasFort(false);
for(const BuildingID & id : forbiddenBuildings)
{
buildingsLIC.none.insert(id);
customBuildings = true;
}
for(const BuildingID & id : builtBuildings)
{
if(id == BuildingID::DEFAULT)
continue;
const CBuilding * building = getTown()->buildings.at(id);
if(building->mode == CBuilding::BUILD_AUTO)
continue;
if(id == BuildingID::FORT)
hasFort = true;
buildingsLIC.all.insert(id);
customBuildings = true;
}
if(customBuildings)
handler.serializeLIC("buildings", buildingsLIC);
else
handler.serializeBool("hasFort",hasFort);
}
else
{
handler.serializeLIC("buildings", buildingsLIC);
builtBuildings.insert(BuildingID::VILLAGE_HALL);
if(buildingsLIC.none.empty() && buildingsLIC.all.empty())
{
builtBuildings.insert(BuildingID::DEFAULT);
bool hasFort = false;
handler.serializeBool("hasFort",hasFort);
if(hasFort)
builtBuildings.insert(BuildingID::FORT);
}
else
{
for(const si32 item : buildingsLIC.none)
forbiddenBuildings.insert(BuildingID(item));
for(const si32 item : buildingsLIC.all)
builtBuildings.insert(BuildingID(item));
}
}
}
{
std::vector<bool> standard = VLC->spellh->getDefaultAllowed();
JsonSerializeFormat::LIC spellsLIC(standard, SpellID::decode, SpellID::encode);
if(handler.saving)
{
for(const SpellID & id : possibleSpells)
spellsLIC.any[id.num] = true;
for(const 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.emplace_back(idx);
}
obligatorySpells.clear();
for(si32 idx = 0; idx < spellsLIC.all.size(); idx++)
{
if(spellsLIC.all[idx])
obligatorySpells.emplace_back(idx);
}
}
}
}
PlayerColor CGTownBuilding::getOwner() const
{
return town->getOwner();
}
int32_t CGTownBuilding::getObjGroupIndex() const
{
return -1;
}
int32_t CGTownBuilding::getObjTypeIndex() const
{
return 0;
}
int3 CGTownBuilding::visitablePos() const
{
return town->visitablePos();
}
int3 CGTownBuilding::getPosition() const
{
return town->getPosition();
}
COPWBonus::COPWBonus(const BuildingID & bid, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
{
bID = bid;
bType = subId;
town = cgTown;
indexOnTV = static_cast<si32>(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(bID))
{
InfoWindow iw;
iw.player = h->tempOwner;
switch (this->bType)
{
case BuildingSubID::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);
SetMovePoints mp;
mp.val = 600;
mp.absolute = false;
mp.hid = heroID;
cb->setMovePoints(&mp);
iw.text << VLC->generaltexth->allTexts[580];
cb->showInfoDialog(&iw);
}
break;
case BuildingSubID::MANA_VORTEX:
if(visitors.empty())
{
if(h->mana < h->manaLimit() * 2)
cb->setManaPoints (heroID, 2 * h->manaLimit());
//TODO: investigate line below
//cb->setObjProperty (town->id, ObjProperty::VISITED, true);
iw.text << getVisitingBonusGreeting();
cb->showInfoDialog(&iw);
//extra visit penalty if hero alredy had double mana points (or even more?!)
town->addHeroToStructureVisitors(h, indexOnTV);
}
break;
}
}
}
CTownBonus::CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
{
bID = index;
bType = subId;
town = cgTown;
indexOnTV = static_cast<si32>(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(bID) && visitors.find(heroID) == visitors.end())
{
si64 val = 0;
InfoWindow iw;
PrimarySkill::PrimarySkill what = PrimarySkill::NONE;
switch(bType)
{
case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge
what = PrimarySkill::KNOWLEDGE;
val = 1;
iw.components.emplace_back(Component::PRIM_SKILL, 3, 1, 0);
break;
case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire
what = PrimarySkill::SPELL_POWER;
val = 1;
iw.components.emplace_back(Component::PRIM_SKILL, 2, 1, 0);
break;
case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla
what = PrimarySkill::ATTACK;
val = 1;
iw.components.emplace_back(Component::PRIM_SKILL, 0, 1, 0);
break;
case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars
what = PrimarySkill::EXPERIENCE;
val = static_cast<int>(h->calculateXp(1000));
iw.components.emplace_back(Component::EXPERIENCE, 0, val, 0);
break;
case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords
what = PrimarySkill::DEFENSE;
val = 1;
iw.components.emplace_back(Component::PRIM_SKILL, 1, 1, 0);
break;
case BuildingSubID::CUSTOM_VISITING_BONUS:
const auto building = town->town->buildings.at(bID);
if(!h->hasBonusFrom(Bonus::TOWN_STRUCTURE, Bonus::getSid32(building->town->faction->getIndex(), building->bid)))
{
const auto & bonuses = building->onVisitBonuses;
applyBonuses(const_cast<CGHeroInstance *>(h), bonuses);
}
break;
}
if(what != PrimarySkill::NONE)
{
iw.player = cb->getOwner(heroID);
iw.text << getVisitingBonusGreeting();
cb->showInfoDialog(&iw);
cb->changePrimSkill (cb->getHero(heroID), what, val);
town->addHeroToStructureVisitors(h, indexOnTV);
}
}
}
void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const
{
auto addToVisitors = false;
for(const auto & bonus : bonuses)
{
GiveBonus gb;
InfoWindow iw;
if(bonus->type == Bonus::TOWN_MAGIC_WELL)
{
if(h->mana >= h->manaLimit())
return;
cb->setManaPoints(h->id, h->manaLimit());
bonus->duration = Bonus::ONE_DAY;
}
gb.bonus = * bonus;
gb.id = h->id.getNum();
cb->giveHeroBonus(&gb);
if(bonus->duration == Bonus::PERMANENT)
addToVisitors = true;
iw.player = cb->getOwner(h->id);
iw.text << getCustomBonusGreeting(gb.bonus);
cb->showInfoDialog(&iw);
}
if(addToVisitors)
town->addHeroToStructureVisitors(h, indexOnTV);
}
GrowthInfo::Entry::Entry(const std::string &format, int _count)
: count(_count)
{
description = boost::str(boost::format(format) % count);
}
GrowthInfo::Entry::Entry(int subID, const BuildingID & building, int _count): count(_count)
{
description = boost::str(boost::format("%s %+d") % (*VLC->townh)[subID]->town->buildings.at(building)->getNameTranslated() % count);
}
GrowthInfo::Entry::Entry(int _count, std::string fullDescription):
count(_count),
description(std::move(fullDescription))
{
}
CTownAndVisitingHero::CTownAndVisitingHero()
{
setNodeType(TOWN_AND_VISITOR);
}
int GrowthInfo::totalGrowth() const
{
int ret = 0;
for(const Entry &entry : entries)
ret += entry.count;
return ret;
}
std::string CGTownBuilding::getVisitingBonusGreeting() const
{
auto bonusGreeting = town->town->getGreeting(bType);
if(!bonusGreeting.empty())
return bonusGreeting;
switch(bType)
{
case BuildingSubID::MANA_VORTEX:
bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingManaVortex"));
break;
case BuildingSubID::KNOWLEDGE_VISITING_BONUS:
bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingKnowledge"));
break;
case BuildingSubID::SPELL_POWER_VISITING_BONUS:
bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingSpellPower"));
break;
case BuildingSubID::ATTACK_VISITING_BONUS:
bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingAttack"));
break;
case BuildingSubID::EXPERIENCE_VISITING_BONUS:
bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingExperience"));
break;
case BuildingSubID::DEFENSE_VISITING_BONUS:
bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingDefence"));
break;
}
auto buildingName = town->town->getSpecialBuilding(bType)->getNameTranslated();
if(bonusGreeting.empty())
{
bonusGreeting = "Error: Bonus greeting for '%s' is not localized.";
logGlobal->error("'%s' building of '%s' faction has not localized bonus greeting.", buildingName, town->town->faction->getNameTranslated());
}
boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
town->town->setGreeting(bType, bonusGreeting);
return bonusGreeting;
}
std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const
{
if(bonus.type == Bonus::TOWN_MAGIC_WELL)
{
auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingInTownMagicWell"));
auto buildingName = town->town->getSpecialBuilding(bType)->getNameTranslated();
boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
return bonusGreeting;
}
auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingCustomBonus")); //"%s gives you +%d %s%s"
std::string param;
std::string until;
if(bonus.type == Bonus::MORALE)
param = VLC->generaltexth->allTexts[384];
else if(bonus.type == Bonus::LUCK)
param = VLC->generaltexth->allTexts[385];
until = bonus.duration == static_cast<ui16>(Bonus::ONE_BATTLE)
? VLC->generaltexth->translate("vcmi.townHall.greetingCustomUntil")
: ".";
boost::format fmt = boost::format(bonusGreeting) % bonus.description % bonus.val % param % until;
std::string greeting = fmt.str();
return greeting;
}
VCMI_LIB_NAMESPACE_END