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b09d9d501b
Fixes activation of all rewardable buildings in town on blocking dialog answer
254 lines
9.0 KiB
C++
254 lines
9.0 KiB
C++
/*
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* CGTownInstance.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "IMarket.h"
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#include "CGDwelling.h"
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#include "../entities/faction/CFaction.h" // TODO: remove
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#include "../entities/faction/CTown.h" // TODO: remove
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VCMI_LIB_NAMESPACE_BEGIN
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class CCastleEvent;
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class CTown;
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class TownBuildingInstance;
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struct TownFortifications;
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class TownRewardableBuildingInstance;
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struct DamageRange;
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template<typename ContainedClass>
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class LogicalExpression;
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class DLL_LINKAGE CTownAndVisitingHero : public CBonusSystemNode
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{
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public:
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CTownAndVisitingHero();
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};
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struct DLL_LINKAGE GrowthInfo
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{
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struct Entry
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{
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int count;
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std::string description;
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Entry(const std::string &format, int _count);
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Entry(int subID, const BuildingID & building, int _count);
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Entry(int _count, std::string fullDescription);
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};
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std::vector<Entry> entries;
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int totalGrowth() const;
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int handicapPercentage;
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};
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class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket, public INativeTerrainProvider, public ICreatureUpgrader
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{
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std::string nameTextId; // name of town
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std::map<BuildingID, TownRewardableBuildingInstance*> convertOldBuildings(std::vector<TownRewardableBuildingInstance*> oldVector);
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std::set<BuildingID> builtBuildings;
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public:
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using CGDwelling::getPosition;
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enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3};
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CTownAndVisitingHero townAndVis;
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const CTown * town;
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si32 built; //how many buildings has been built this turn
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si32 destroyed; //how many buildings has been destroyed this turn
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ConstTransitivePtr<CGHeroInstance> garrisonHero, visitingHero;
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ui32 identifier; //special identifier from h3m (only > RoE maps)
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PlayerColor alignmentToPlayer; // if set to non-neutral, random town will have same faction as specified player
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std::set<BuildingID> forbiddenBuildings;
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std::map<BuildingID, TownRewardableBuildingInstance*> rewardableBuildings;
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std::vector<SpellID> possibleSpells, obligatorySpells;
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std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild
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std::vector<CCastleEvent> events;
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std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond, factory = save debts);
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//////////////////////////////////////////////////////////////////////////
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CGDwelling&>(*this);
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h & nameTextId;
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h & built;
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h & destroyed;
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h & identifier;
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h & garrisonHero;
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h & visitingHero;
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h & alignmentToPlayer;
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h & forbiddenBuildings;
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h & builtBuildings;
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h & bonusValue;
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h & possibleSpells;
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h & obligatorySpells;
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h & spells;
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h & events;
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if (h.version >= Handler::Version::NEW_TOWN_BUILDINGS)
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{
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h & rewardableBuildings;
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}
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else
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{
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std::vector<TownRewardableBuildingInstance*> oldVector;
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h & oldVector;
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rewardableBuildings = convertOldBuildings(oldVector);
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}
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if (h.saving)
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{
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CFaction * faction = town ? town->faction : nullptr;
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h & faction;
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}
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else
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{
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CFaction * faction = nullptr;
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h & faction;
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town = faction ? faction->town : nullptr;
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}
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h & townAndVis;
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BONUS_TREE_DESERIALIZATION_FIX
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if (h.version < Handler::Version::NEW_TOWN_BUILDINGS)
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{
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std::set<BuildingID> overriddenBuildings;
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h & overriddenBuildings;
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}
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if(!h.saving)
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postDeserialize();
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}
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//////////////////////////////////////////////////////////////////////////
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CBonusSystemNode & whatShouldBeAttached() override;
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std::string nodeName() const override;
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void updateMoraleBonusFromArmy() override;
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void deserializationFix();
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void postDeserialize();
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void recreateBuildingsBonuses();
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void setVisitingHero(CGHeroInstance *h);
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void setGarrisonedHero(CGHeroInstance *h);
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const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself
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std::string getNameTranslated() const;
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std::string getNameTextID() const;
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void setNameTextId(const std::string & newName);
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//////////////////////////////////////////////////////////////////////////
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bool passableFor(PlayerColor color) const override;
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//int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated
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int getSightRadius() const override; //returns sight distance
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BoatId getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
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void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed. Parameter will be cleared
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EGeneratorState shipyardStatus() const override;
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const IObjectInterface * getObject() const override;
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int getMarketEfficiency() const override; //=market count
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std::set<EMarketMode> availableModes() const override;
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std::vector<TradeItemBuy> availableItemsIds(EMarketMode mode) const override;
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ObjectInstanceID getObjInstanceID() const override;
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void updateAppearance();
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//////////////////////////////////////////////////////////////////////////
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bool needsLastStack() const override;
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CGTownInstance::EFortLevel fortLevel() const;
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TownFortifications fortificationsLevel() const;
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int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
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int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
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int 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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int creatureGrowth(const int & level) const;
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GrowthInfo getGrowthInfo(int level) const;
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bool hasFort() const;
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bool hasCapitol() const;
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bool hasBuiltSomeTradeBuilding() const;
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//checks if special building with type buildingID is constructed
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bool hasBuilt(BuildingSubID::EBuildingSubID buildingID) const;
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//checks if building is constructed and town has same subID
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bool hasBuilt(const BuildingID & buildingID) const;
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bool hasBuilt(const BuildingID & buildingID, FactionID townID) const;
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void addBuilding(const BuildingID & buildingID);
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void removeBuilding(const BuildingID & buildingID);
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void removeAllBuildings();
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std::set<BuildingID> getBuildings() const;
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TResources getBuildingCost(const BuildingID & buildingID) const;
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ResourceSet dailyIncome() const override;
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std::vector<CreatureID> providedCreatures() const override;
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int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
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bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero
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int getTownLevel() const;
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LogicalExpression<BuildingID> genBuildingRequirements(const BuildingID & build, bool deep = false) const;
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void mergeGarrisonOnSiege() const; // merge garrison into army of visiting hero
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void removeCapitols(const PlayerColor & owner) const;
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void clearArmy() const;
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void addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID) const; //hero must be visiting or garrisoned in town
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void deleteTownBonus(BuildingID bid);
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/// Returns damage range for secondary towers of this town
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DamageRange getTowerDamageRange() const;
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/// Returns damage range for central tower(keep) of this town
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DamageRange getKeepDamageRange() const;
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const CTown * getTown() const;
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/// INativeTerrainProvider
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FactionID getFaction() const override;
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TerrainId getNativeTerrain() const override;
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/// Returns ID of war machine that is produced by specified building or NONE if this is not built or if building does not produce war machines
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ArtifactID getWarMachineInBuilding(BuildingID) const;
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/// Returns true if provided war machine is available in any of built buildings of this town
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bool isWarMachineAvailable(ArtifactID) const;
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CGTownInstance(IGameCallback *cb);
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virtual ~CGTownInstance();
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///IObjectInterface overrides
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void newTurn(vstd::RNG & rand) const override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void onHeroLeave(const CGHeroInstance * h) const override;
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void initObj(vstd::RNG & rand) override;
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void pickRandomObject(vstd::RNG & rand) override;
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void battleFinished(const CGHeroInstance * hero, const BattleResult & result) const override;
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std::string getObjectName() const override;
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void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
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void afterAddToMap(CMap * map) override;
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void afterRemoveFromMap(CMap * map) override;
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inline bool isBattleOutsideTown(const CGHeroInstance * defendingHero) const
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{
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return defendingHero && garrisonHero && defendingHero != garrisonHero;
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}
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protected:
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void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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private:
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FactionID randomizeFaction(vstd::RNG & rand);
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void setOwner(const PlayerColor & owner) const;
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void onTownCaptured(const PlayerColor & winner) const;
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int getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<const CGObjectInstance* >& dwellings) const;
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bool townEnvisagesBuilding(BuildingSubID::EBuildingSubID bid) const;
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void initializeConfigurableBuildings(vstd::RNG & rand);
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void initializeNeutralTownGarrison(vstd::RNG & rand);
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};
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VCMI_LIB_NAMESPACE_END
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