mirror of
https://github.com/vcmi/vcmi.git
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1214 lines
34 KiB
C++
1214 lines
34 KiB
C++
/*
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* CGTownInstance.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 "CGTownInstance.h"
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#include "CObjectClassesHandler.h"
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#include "../NetPacks.h"
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#include "../CGeneralTextHandler.h"
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#include "../CModHandler.h"
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#include "../IGameCallback.h"
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#include "../CGameState.h"
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std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
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std::vector<int> CGTownInstance::universitySkills;
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void CGDwelling::initObj()
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{
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switch(ID)
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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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VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, cb->gameState()->getRandomGenerator());
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if (getOwner() != PlayerColor::NEUTRAL)
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cb->gameState()->players[getOwner()].dwellings.push_back (this);
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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.push_back(CreatureID::BALLISTA);
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creatures[1].second.push_back(CreatureID::FIRST_AID_TENT);
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creatures[2].second.push_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(ui8 what, ui32 val)
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{
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switch (what)
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{
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case ObjProperty::OWNER: //change owner
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if (ID == Obj::CREATURE_GENERATOR1) //single generators
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{
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if (tempOwner != PlayerColor::NEUTRAL)
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{
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std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;
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dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));
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}
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if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral?
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cb->gameState()->players[PlayerColor(val)].dwellings.push_back (this);
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}
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break;
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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] = CreatureID(val);
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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.player = h->tempOwner;
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iw.text.addTxt(MetaString::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week.
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iw.text.addReplacement(MetaString::OBJ_NAMES, ID);
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cb->sendAndApply(&iw);
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return;
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}
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PlayerRelations::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 && 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.addTxt(MetaString::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.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
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bd.text.addReplacement(MetaString::ARRAY_TXT, 176 + Slots().begin()->second->getQuantityID()*3);
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bd.text.addReplacement(*Slots().begin()->second);
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cb->showBlockingDialog(&bd);
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return;
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}
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if(!relations && ID != Obj::WAR_MACHINE_FACTORY)
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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.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?
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bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
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for(auto & elem : creatures)
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bd.text.addReplacement(MetaString::CRE_PL_NAMES, 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.addTxt(MetaString::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
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bd.text.addReplacement(MetaString::OBJ_NAMES, ID);
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for(auto & elem : creatures)
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bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
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}
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else if(ID == Obj::WAR_MACHINE_FACTORY)
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bd.text.addTxt(MetaString::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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cb->showBlockingDialog(&bd);
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}
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void CGDwelling::newTurn() 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->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster(cb->gameState()->getRandomGenerator()));
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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.size())
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{
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CCreature *cre = VLC->creh->creatures[creatures[i].second[0]];
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TQuantity amount = cre->growth * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
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if (VLC->modh->settings.DWELLINGS_ACCUMULATE_CREATURES && 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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}
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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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CCreature *crs = VLC->creh->creatures[crid];
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TQuantity count = creatures[0].first;
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if(crs->level == 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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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.player = h->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
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iw.text.addReplacement(MetaString::CRE_PL_NAMES, 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.player = h->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army.
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iw.text.addReplacement(count);
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iw.text.addReplacement(MetaString::CRE_PL_NAMES, 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.text.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit.
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iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
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iw.player = h->tempOwner;
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cb->sendAndApply(&iw);
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}
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}
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else
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{
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if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines
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{
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//there is 1 war machine available to recruit if hero doesn't have one
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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 = !h->getArt(ArtifactPosition::MACH1); //ballista
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sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent
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sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart
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cb->sendAndApply(&sac);
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}
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OpenWindow ow;
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ow.id1 = id.getNum();
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ow.id2 = h->id.getNum();
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ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP)
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? OpenWindow::RECRUITMENT_FIRST
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: OpenWindow::RECRUITMENT_ALL;
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cb->sendAndApply(&ow);
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}
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}
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void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
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{
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if (result.winner == 0)
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{
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onHeroVisit(hero);
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}
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}
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void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
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{
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auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
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if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present
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{
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if(answer)
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cb->startBattleI(hero, this);
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}
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else if(answer)
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{
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heroAcceptsCreatures(hero);
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}
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}
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int CGTownInstance::getSightRadious() const //returns sight distance
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{
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if (subID == ETownType::TOWER)
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{
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if (hasBuilt(BuildingID::GRAIL)) //skyship
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return -1; //entire map
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if (hasBuilt(BuildingID::LOOKOUT_TOWER)) //lookout tower
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return 20;
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}
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return 5;
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}
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void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
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{
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///this is freakin' overcomplicated solution
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switch (what)
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{
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case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
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bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id.getNum());
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break;
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case ObjProperty::STRUCTURE_CLEAR_VISITORS:
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bonusingBuildings[val]->setProperty (ObjProperty::STRUCTURE_CLEAR_VISITORS, 0);
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break;
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case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
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bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id.getNum());
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break;
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case ObjProperty::BONUS_VALUE_FIRST:
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bonusValue.first = val;
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break;
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case ObjProperty::BONUS_VALUE_SECOND:
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bonusValue.second = val;
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break;
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}
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}
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CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
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{
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if (hasBuilt(BuildingID::CASTLE))
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return CASTLE;
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if (hasBuilt(BuildingID::CITADEL))
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return CITADEL;
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if (hasBuilt(BuildingID::FORT))
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return FORT;
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return NONE;
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}
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int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
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{
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if (hasBuilt(BuildingID::CAPITOL))
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return 3;
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if (hasBuilt(BuildingID::CITY_HALL))
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return 2;
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if (hasBuilt(BuildingID::TOWN_HALL))
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return 1;
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if (hasBuilt(BuildingID::VILLAGE_HALL))
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return 0;
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return -1;
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}
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int CGTownInstance::mageGuildLevel() const
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{
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if (hasBuilt(BuildingID::MAGES_GUILD_5))
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return 5;
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if (hasBuilt(BuildingID::MAGES_GUILD_4))
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return 4;
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if (hasBuilt(BuildingID::MAGES_GUILD_3))
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return 3;
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if (hasBuilt(BuildingID::MAGES_GUILD_2))
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return 2;
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if (hasBuilt(BuildingID::MAGES_GUILD_1))
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return 1;
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return 0;
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}
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int CGTownInstance::getHordeLevel(const int & HID) const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present
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{
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return town->hordeLvl.at(HID);
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}
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int CGTownInstance::creatureGrowth(const int & level) const
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{
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return getGrowthInfo(level).totalGrowth();
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}
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GrowthInfo CGTownInstance::getGrowthInfo(int level) const
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{
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GrowthInfo ret;
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if (level<0 || level >=GameConstants::CREATURES_PER_TOWN)
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return ret;
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if (creatures[level].second.empty())
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return ret; //no dwelling
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const CCreature *creature = VLC->creh->creatures[creatures[level].second.back()];
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const int base = creature->growth;
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int castleBonus = 0;
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ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[590], base));// \n\nBasic growth %d"
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if (hasBuilt(BuildingID::CASTLE))
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ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CASTLE, castleBonus = base));
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else if (hasBuilt(BuildingID::CITADEL))
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ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CITADEL, castleBonus = base / 2));
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if(town->hordeLvl.at(0) == level)//horde 1
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if(hasBuilt(BuildingID::HORDE_1))
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ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_1, creature->hordeGrowth));
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if(town->hordeLvl.at(1) == level)//horde 2
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if(hasBuilt(BuildingID::HORDE_2))
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ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_2, creature->hordeGrowth));
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int dwellingBonus = 0;
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if(const PlayerState *p = cb->getPlayer(tempOwner, false))
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{
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for(const CGDwelling *dwelling : p->dwellings)
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if(vstd::contains(creatures[level].second, dwelling->creatures[0].second[0]))
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dwellingBonus++;
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}
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if(dwellingBonus)
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ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[591], dwellingBonus));// \nExternal dwellings %+d
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//other *-of-legion-like bonuses (%d to growth cumulative with grail)
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TBonusListPtr bonuses = getBonuses(Selector::type(Bonus::CREATURE_GROWTH).And(Selector::subtype(level)));
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for(const Bonus *b : *bonuses)
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ret.entries.push_back(GrowthInfo::Entry(b->Description() + " %+d", b->val));
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//statue-of-legion-like bonus: % to base+castle
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TBonusListPtr bonuses2 = getBonuses(Selector::type(Bonus::CREATURE_GROWTH_PERCENT));
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for(const Bonus *b : *bonuses2)
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ret.entries.push_back(GrowthInfo::Entry(b->Description() + " %+d", b->val * (base + castleBonus) / 100));
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if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth
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ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::GRAIL, ret.totalGrowth() / 2));
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return ret;
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}
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TResources CGTownInstance::dailyIncome() const
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{
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TResources ret;
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for (auto & p : town->buildings)
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{
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BuildingID buildingUpgrade;
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for (auto & p2 : town->buildings)
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{
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if (p2.second->upgrade == p.first)
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{
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buildingUpgrade = p2.first;
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}
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}
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if (!hasBuilt(buildingUpgrade)&&(hasBuilt(p.first)))
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{
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ret += p.second->produce;
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}
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}
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return ret;
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}
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bool CGTownInstance::hasFort() const
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{
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return hasBuilt(BuildingID::FORT);
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}
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bool CGTownInstance::hasCapitol() const
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{
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return hasBuilt(BuildingID::CAPITOL);
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}
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CGTownInstance::CGTownInstance()
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:IShipyard(this), IMarket(this), town(nullptr), builded(0), destroyed(0), identifier(0), alignment(0xff)
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{
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}
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CGTownInstance::~CGTownInstance()
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{
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for (auto & elem : bonusingBuildings)
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delete elem;
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}
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int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const
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{
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if(checkGuild && mageGuildLevel() < level)
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return 0;
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int ret = 6 - level; //how many spells are available at this level
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if (hasBuilt(BuildingID::LIBRARY, ETownType::TOWER))
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ret++;
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return ret;
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}
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bool CGTownInstance::needsLastStack() const
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{
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if(garrisonHero)
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return true;
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else return false;
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}
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void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
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{
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if( !cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ))//if this is enemy
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{
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if(armedGarrison() || visitingHero)
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{
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const CGHeroInstance *defendingHero = nullptr;
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|
const CArmedInstance *defendingArmy = this;
|
|
|
|
if(visitingHero)
|
|
defendingHero = visitingHero;
|
|
else if(garrisonHero)
|
|
defendingHero = garrisonHero;
|
|
|
|
if(defendingHero)
|
|
defendingArmy = defendingHero;
|
|
|
|
bool outsideTown = (defendingHero == visitingHero && garrisonHero);
|
|
|
|
//TODO
|
|
//"borrowing" army from garrison to visiting hero
|
|
|
|
cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (outsideTown ? nullptr : this));
|
|
}
|
|
else
|
|
{
|
|
cb->setOwner(this, h->tempOwner);
|
|
removeCapitols(h->getOwner());
|
|
cb->heroVisitCastle(this, h);
|
|
}
|
|
}
|
|
else if(h->visitablePos() == visitablePos())
|
|
{
|
|
if (h->commander && !h->commander->alive) //rise commander. TODO: interactive script
|
|
{
|
|
SetCommanderProperty scp;
|
|
scp.heroid = h->id;
|
|
scp.which = SetCommanderProperty::ALIVE;
|
|
scp.amount = 1;
|
|
cb->sendAndApply (&scp);
|
|
}
|
|
cb->heroVisitCastle(this, h);
|
|
}
|
|
else
|
|
{
|
|
logGlobal->errorStream() << h->name << " visits allied town of " << name << " from different pos?";
|
|
}
|
|
}
|
|
|
|
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->warnStream() << h->name << " correctly left town " << name;
|
|
}
|
|
else
|
|
logGlobal->warnStream() << "Warning, " << h->name << " tries to leave the town " << name << " but hero is not inside.";
|
|
}
|
|
|
|
std::string CGTownInstance::getObjectName() const
|
|
{
|
|
return name + ", " + town->faction->name;
|
|
}
|
|
|
|
void CGTownInstance::initObj()
|
|
///initialize town structures
|
|
{
|
|
blockVisit = true;
|
|
|
|
if (subID == ETownType::DUNGEON)
|
|
creatures.resize(GameConstants::CREATURES_PER_TOWN+1);//extra dwelling for Dungeon
|
|
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]);
|
|
}
|
|
}
|
|
|
|
switch (subID)
|
|
{ //add new visitable objects
|
|
case 0:
|
|
bonusingBuildings.push_back (new COPWBonus(BuildingID::STABLES, this));
|
|
break;
|
|
case 5:
|
|
bonusingBuildings.push_back (new COPWBonus(BuildingID::MANA_VORTEX, this));
|
|
//fallthrough
|
|
case 2: case 3: case 6:
|
|
bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_4, this));
|
|
break;
|
|
case 7:
|
|
bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_1, this));
|
|
break;
|
|
}
|
|
//add special bonuses from buildings
|
|
|
|
recreateBuildingsBonuses();
|
|
updateAppearance();
|
|
}
|
|
|
|
void CGTownInstance::newTurn() const
|
|
{
|
|
if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week
|
|
{
|
|
auto & rand = cb->gameState()->getRandomGenerator();
|
|
|
|
//give resources for Rampart, Mystic Pond
|
|
if (hasBuilt(BuildingID::MYSTIC_POND, ETownType::RAMPART)
|
|
&& 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);
|
|
}
|
|
|
|
if ( subID == ETownType::DUNGEON )
|
|
for (auto & elem : bonusingBuildings)
|
|
{
|
|
if ((elem)->ID == BuildingID::MANA_VORTEX)
|
|
cb->setObjProperty (id, ObjProperty::STRUCTURE_CLEAR_VISITORS, (elem)->id); //reset visitors for Mana Vortex
|
|
}
|
|
|
|
if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
|
|
{
|
|
std::vector<SlotID> nativeCrits; //slots
|
|
for (auto & elem : Slots())
|
|
{
|
|
if (elem.second->type->faction == subID) //native
|
|
{
|
|
nativeCrits.push_back(elem.first); //collect matching slots
|
|
}
|
|
}
|
|
if (nativeCrits.size())
|
|
{
|
|
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->creatures[*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->creatures[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->creatures[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;
|
|
|
|
if (cb->getPlayerRelations(tempOwner, color) != PlayerRelations::ENEMIES)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const
|
|
{
|
|
offsets = {int3(-1,2,0), int3(-3,2,0)};
|
|
}
|
|
|
|
void CGTownInstance::removeCapitols (PlayerColor owner) const
|
|
{
|
|
if (hasCapitol()) // search if there's an older capitol
|
|
{
|
|
PlayerState* state = cb->gameState()->getPlayer (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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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 (!hasBuilt(BuildingID::MARKETPLACE))
|
|
return 0;
|
|
|
|
const PlayerState *p = cb->getPlayer(tempOwner);
|
|
assert(p);
|
|
|
|
int marketCount = 0;
|
|
for(const CGTownInstance *t : p->towns)
|
|
if(t->hasBuilt(BuildingID::MARKETPLACE))
|
|
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(BuildingID::ARTIFACT_MERCHANT, ETownType::TOWER)
|
|
|| hasBuilt(BuildingID::ARTIFACT_MERCHANT, ETownType::DUNGEON)
|
|
|| hasBuilt(BuildingID::ARTIFACT_MERCHANT, ETownType::CONFLUX);
|
|
|
|
case EMarketMode::CREATURE_RESOURCE:
|
|
return hasBuilt(BuildingID::FREELANCERS_GUILD, ETownType::STRONGHOLD);
|
|
|
|
case EMarketMode::CREATURE_UNDEAD:
|
|
return hasBuilt(BuildingID::SKELETON_TRANSFORMER, ETownType::NECROPOLIS);
|
|
|
|
case EMarketMode::RESOURCE_SKILL:
|
|
return hasBuilt(BuildingID::MAGIC_UNIVERSITY, ETownType::CONFLUX);
|
|
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->id);
|
|
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->factions[subID]->town;
|
|
randomizeArmy(subID);
|
|
updateAppearance();
|
|
}
|
|
|
|
void CGTownInstance::updateAppearance()
|
|
{
|
|
//FIXME: not the best way to do this
|
|
auto app = VLC->objtypeh->getHandlerFor(ID, subID)->getOverride(cb->gameState()->getTile(visitablePos())->terType, this);
|
|
if (app)
|
|
appearance = app.get();
|
|
}
|
|
|
|
std::string CGTownInstance::nodeName() const
|
|
{
|
|
return "Town (" + (town ? town->faction->name : "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()
|
|
{
|
|
Bonus *b = getBonusList().getFirst(Selector::sourceType(Bonus::ARMY).And(Selector::type(Bonus::MORALE)));
|
|
if(!b)
|
|
{
|
|
b = new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);
|
|
addNewBonus(b);
|
|
}
|
|
|
|
if (garrisonHero)
|
|
b->val = 0;
|
|
else
|
|
CArmedInstance::updateMoraleBonusFromArmy();
|
|
}
|
|
|
|
void CGTownInstance::recreateBuildingsBonuses()
|
|
{
|
|
static TPropagatorPtr playerProp(new CPropagatorNodeType(PLAYER));
|
|
|
|
BonusList bl;
|
|
getExportedBonusList().getBonuses(bl, Selector::sourceType(Bonus::TOWN_STRUCTURE));
|
|
for(Bonus *b : bl)
|
|
removeBonus(b);
|
|
|
|
//tricky! -> checks tavern only if no bratherhood of sword or not a castle
|
|
if(subID != ETownType::CASTLE || !addBonusIfBuilt(BuildingID::BROTHERHOOD, Bonus::MORALE, +2))
|
|
addBonusIfBuilt(BuildingID::TAVERN, Bonus::MORALE, +1);
|
|
|
|
if(subID == ETownType::CASTLE) //castle
|
|
{
|
|
addBonusIfBuilt(BuildingID::LIGHTHOUSE, Bonus::SEA_MOVEMENT, +500, playerProp);
|
|
addBonusIfBuilt(BuildingID::GRAIL, Bonus::MORALE, +2, playerProp); //colossus
|
|
}
|
|
else if(subID == ETownType::RAMPART) //rampart
|
|
{
|
|
addBonusIfBuilt(BuildingID::FOUNTAIN_OF_FORTUNE, Bonus::LUCK, +2); //fountain of fortune
|
|
addBonusIfBuilt(BuildingID::GRAIL, Bonus::LUCK, +2, playerProp); //guardian spirit
|
|
}
|
|
else if(subID == ETownType::TOWER) //tower
|
|
{
|
|
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +15, PrimarySkill::KNOWLEDGE); //grail
|
|
}
|
|
else if(subID == ETownType::INFERNO) //Inferno
|
|
{
|
|
addBonusIfBuilt(BuildingID::STORMCLOUDS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER); //Brimstone Clouds
|
|
}
|
|
else if(subID == ETownType::NECROPOLIS) //necropolis
|
|
{
|
|
addBonusIfBuilt(BuildingID::COVER_OF_DARKNESS, Bonus::DARKNESS, +20);
|
|
addBonusIfBuilt(BuildingID::NECROMANCY_AMPLIFIER, Bonus::SECONDARY_SKILL_PREMY, +10, playerProp, SecondarySkill::NECROMANCY); //necromancy amplifier
|
|
addBonusIfBuilt(BuildingID::GRAIL, Bonus::SECONDARY_SKILL_PREMY, +20, playerProp, SecondarySkill::NECROMANCY); //Soul prison
|
|
}
|
|
else if(subID == ETownType::DUNGEON) //Dungeon
|
|
{
|
|
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +12, PrimarySkill::SPELL_POWER); //grail
|
|
}
|
|
else if(subID == ETownType::STRONGHOLD) //Stronghold
|
|
{
|
|
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +20, PrimarySkill::ATTACK); //grail
|
|
}
|
|
else if(subID == ETownType::FORTRESS) //Fortress
|
|
{
|
|
addBonusIfBuilt(BuildingID::GLYPHS_OF_FEAR, Bonus::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE); //Glyphs of Fear
|
|
addBonusIfBuilt(BuildingID::BLOOD_OBELISK, Bonus::PRIMARY_SKILL, +2, PrimarySkill::ATTACK); //Blood Obelisk
|
|
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::ATTACK); //grail
|
|
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::DEFENSE); //grail
|
|
}
|
|
else if(subID == ETownType::CONFLUX)
|
|
{
|
|
|
|
}
|
|
}
|
|
|
|
bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype /*= -1*/)
|
|
{
|
|
static auto emptyPropagator = TPropagatorPtr();
|
|
return addBonusIfBuilt(building, type, val, emptyPropagator, subtype);
|
|
}
|
|
|
|
bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr & prop, int subtype /*= -1*/)
|
|
{
|
|
if(hasBuilt(building))
|
|
{
|
|
std::ostringstream descr;
|
|
descr << town->buildings.at(building)->Name() << " ";
|
|
if(val > 0)
|
|
descr << "+";
|
|
else if(val < 0)
|
|
descr << "-";
|
|
descr << val;
|
|
|
|
Bonus *b = new Bonus(Bonus::PERMANENT, type, Bonus::TOWN_STRUCTURE, val, building, descr.str(), subtype);
|
|
if(prop)
|
|
b->addPropagator(prop);
|
|
addNewBonus(b);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void CGTownInstance::setVisitingHero(CGHeroInstance *h)
|
|
{
|
|
//if (!(!!visitingHero == !h))
|
|
//{
|
|
// logGlobal->warnStream() << boost::format("Hero visiting town %s is %s ") % name % (visitingHero.get() ? visitingHero->name : "NULL");
|
|
// logGlobal->warnStream() << boost::format("New hero will be %s ") % (h ? h->name : "NULL");
|
|
//
|
|
//}
|
|
assert(!!visitingHero == !h);
|
|
|
|
if(h)
|
|
{
|
|
PlayerState *p = cb->gameState()->getPlayer(h->tempOwner);
|
|
assert(p);
|
|
h->detachFrom(p);
|
|
h->attachTo(&townAndVis);
|
|
visitingHero = h;
|
|
h->visitedTown = this;
|
|
h->inTownGarrison = false;
|
|
}
|
|
else
|
|
{
|
|
PlayerState *p = cb->gameState()->getPlayer(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()->getPlayer(h->tempOwner);
|
|
assert(p);
|
|
h->detachFrom(p);
|
|
h->attachTo(this);
|
|
garrisonHero = h;
|
|
h->visitedTown = this;
|
|
h->inTownGarrison = true;
|
|
}
|
|
else
|
|
{
|
|
PlayerState *p = cb->gameState()->getPlayer(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 stacksCount() || garrisonHero;
|
|
}
|
|
|
|
int CGTownInstance::getTownLevel() const
|
|
{
|
|
// count all buildings that are not upgrades
|
|
return boost::range::count_if(builtBuildings, [&](const BuildingID & build)
|
|
{
|
|
return town->buildings.at(build) && town->buildings.at(build)->upgrade == -1;
|
|
});
|
|
}
|
|
|
|
CBonusSystemNode * CGTownInstance::whatShouldBeAttached()
|
|
{
|
|
return &townAndVis;
|
|
}
|
|
|
|
const CArmedInstance * CGTownInstance::getUpperArmy() const
|
|
{
|
|
if(garrisonHero)
|
|
return garrisonHero;
|
|
return this;
|
|
}
|
|
|
|
bool CGTownInstance::hasBuilt(BuildingID buildingID, int townID) const
|
|
{
|
|
if (townID == town->faction->index || townID == ETownType::ANY)
|
|
return hasBuilt(buildingID);
|
|
return false;
|
|
}
|
|
|
|
bool CGTownInstance::hasBuilt(BuildingID buildingID) const
|
|
{
|
|
return vstd::contains(builtBuildings, buildingID);
|
|
}
|
|
|
|
CBuilding::TRequired CGTownInstance::genBuildingRequirements(BuildingID buildID) const
|
|
{
|
|
const CBuilding * building = town->buildings.at(buildID);
|
|
|
|
std::function<CBuilding::TRequired::Variant(const BuildingID &)> dependTest =
|
|
[&](const BuildingID & id) -> CBuilding::TRequired::Variant
|
|
{
|
|
const CBuilding * build = town->buildings.at(id);
|
|
|
|
if (!hasBuilt(id))
|
|
return id;
|
|
|
|
if (build->upgrade != BuildingID::NONE && !hasBuilt(build->upgrade))
|
|
return build->upgrade;
|
|
|
|
return build->requirements.morph(dependTest);
|
|
};
|
|
|
|
CBuilding::TRequired::OperatorAll requirements;
|
|
if (building->upgrade != BuildingID::NONE)
|
|
{
|
|
const CBuilding * upgr = town->buildings.at(building->upgrade);
|
|
|
|
requirements.expressions.push_back(upgr->bid);
|
|
requirements.expressions.push_back(upgr->requirements.morph(dependTest));
|
|
}
|
|
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, si32 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->errorStream() << "Cannot add hero " << h->name << " to visitors of structure #" << structureInstanceID;
|
|
assert(0);
|
|
}
|
|
}
|
|
|
|
void CGTownInstance::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
|
|
{
|
|
if(result.winner == 0)
|
|
{
|
|
removeCapitols(hero->getOwner());
|
|
cb->setOwner (this, hero->tempOwner); //give control after checkout is done
|
|
FoWChange fw;
|
|
fw.player = hero->tempOwner;
|
|
fw.mode = 1;
|
|
cb->getTilesInRange(fw.tiles, getSightCenter(), getSightRadious(), tempOwner, 1);
|
|
cb->sendAndApply (&fw);
|
|
}
|
|
}
|
|
|
|
COPWBonus::COPWBonus (BuildingID index, CGTownInstance *TOWN)
|
|
{
|
|
ID = index;
|
|
town = TOWN;
|
|
id = 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(ID))
|
|
{
|
|
InfoWindow iw;
|
|
iw.player = h->tempOwner;
|
|
switch (town->subID)
|
|
{
|
|
case ETownType::CASTLE: //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);
|
|
iw.text << VLC->generaltexth->allTexts[580];
|
|
cb->showInfoDialog(&iw);
|
|
}
|
|
break;
|
|
case ETownType::DUNGEON: //Mana Vortex
|
|
if (visitors.empty() && h->mana <= h->manaLimit() * 2)
|
|
{
|
|
cb->setManaPoints (heroID, 2 * h->manaLimit());
|
|
//TODO: investigate line below
|
|
//cb->setObjProperty (town->id, ObjProperty::VISITED, true);
|
|
iw.text << VLC->generaltexth->allTexts[579];
|
|
cb->showInfoDialog(&iw);
|
|
town->addHeroToStructureVisitors(h, id);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
CTownBonus::CTownBonus (BuildingID index, CGTownInstance *TOWN)
|
|
{
|
|
ID = index;
|
|
town = TOWN;
|
|
id = 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(ID) && visitors.find(heroID) == visitors.end())
|
|
{
|
|
InfoWindow iw;
|
|
PrimarySkill::PrimarySkill what = PrimarySkill::ATTACK;
|
|
int val=0, mid=0;
|
|
switch (ID)
|
|
{
|
|
case BuildingID::SPECIAL_4:
|
|
switch(town->subID)
|
|
{
|
|
case ETownType::TOWER: //wall
|
|
what = PrimarySkill::KNOWLEDGE;
|
|
val = 1;
|
|
mid = 581;
|
|
iw.components.push_back (Component(Component::PRIM_SKILL, 3, 1, 0));
|
|
break;
|
|
case ETownType::INFERNO: //order of fire
|
|
what = PrimarySkill::SPELL_POWER;
|
|
val = 1;
|
|
mid = 582;
|
|
iw.components.push_back (Component(Component::PRIM_SKILL, 2, 1, 0));
|
|
break;
|
|
case ETownType::STRONGHOLD://hall of Valhalla
|
|
what = PrimarySkill::ATTACK;
|
|
val = 1;
|
|
mid = 584;
|
|
iw.components.push_back (Component(Component::PRIM_SKILL, 0, 1, 0));
|
|
break;
|
|
case ETownType::DUNGEON://academy of battle scholars
|
|
what = PrimarySkill::EXPERIENCE;
|
|
val = h->calculateXp(1000);
|
|
mid = 583;
|
|
iw.components.push_back (Component(Component::EXPERIENCE, 0, val, 0));
|
|
break;
|
|
}
|
|
break;
|
|
case BuildingID::SPECIAL_1:
|
|
switch(town->subID)
|
|
{
|
|
case ETownType::FORTRESS: //cage of warlords
|
|
what = PrimarySkill::DEFENSE;
|
|
val = 1;
|
|
mid = 585;
|
|
iw.components.push_back (Component(Component::PRIM_SKILL, 1, 1, 0));
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
assert(mid);
|
|
iw.player = cb->getOwner(heroID);
|
|
iw.text << VLC->generaltexth->allTexts[mid];
|
|
cb->showInfoDialog(&iw);
|
|
cb->changePrimSkill (cb->getHero(heroID), what, val);
|
|
town->addHeroToStructureVisitors(h, id);
|
|
}
|
|
}
|
|
|
|
GrowthInfo::Entry::Entry(const std::string &format, int _count)
|
|
: count(_count)
|
|
{
|
|
description = boost::str(boost::format(format) % count);
|
|
}
|
|
|
|
GrowthInfo::Entry::Entry(int subID, BuildingID building, int _count)
|
|
: count(_count)
|
|
{
|
|
description = boost::str(boost::format("%s %+d") % VLC->townh->factions[subID]->town->buildings.at(building)->Name() % count);
|
|
}
|
|
|
|
CTownAndVisitingHero::CTownAndVisitingHero()
|
|
{
|
|
setNodeType(TOWN_AND_VISITOR);
|
|
}
|
|
|
|
int GrowthInfo::totalGrowth() const
|
|
{
|
|
int ret = 0;
|
|
for(const Entry &entry : entries)
|
|
ret += entry.count;
|
|
|
|
return ret;
|
|
}
|