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1275 lines
33 KiB
C++
1275 lines
33 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 "CGTownBuilding.h"
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#include "../spells/CSpellHandler.h"
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#include "../bonuses/Bonus.h"
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#include "../battle/IBattleInfoCallback.h"
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#include "../NetPacks.h"
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#include "../CConfigHandler.h"
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#include "../CGeneralTextHandler.h"
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#include "../IGameCallback.h"
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#include "../gameState/CGameState.h"
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#include "../mapping/CMap.h"
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#include "../CPlayerState.h"
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#include "../TerrainHandler.h"
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#include "../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../modding/ModScope.h"
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#include "../serializer/JsonSerializeFormat.h"
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VCMI_LIB_NAMESPACE_BEGIN
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std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
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std::vector<int> CGTownInstance::universitySkills;
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int CGTownInstance::getSightRadius() const //returns sight distance
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{
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auto ret = CBuilding::HEIGHT_NO_TOWER;
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for(const auto & bid : builtBuildings)
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{
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if(bid.IsSpecialOrGrail())
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{
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auto height = town->buildings.at(bid)->height;
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if(ret < height)
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ret = height;
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}
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}
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return ret;
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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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case ObjProperty::REWARD_RANDOMIZE:
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bonusingBuildings[val]->setProperty(ObjProperty::REWARD_RANDOMIZE, 0);
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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->objects[creatures[level].second.back()];
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const int base = creature->getGrowth();
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int castleBonus = 0;
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ret.entries.emplace_back(VLC->generaltexth->allTexts[590], base); // \n\nBasic growth %d"
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if (hasBuilt(BuildingID::CASTLE))
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ret.entries.emplace_back(subID, BuildingID::CASTLE, castleBonus = base);
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else if (hasBuilt(BuildingID::CITADEL))
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ret.entries.emplace_back(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.emplace_back(subID, BuildingID::HORDE_1, creature->getHorde());
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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.emplace_back(subID, BuildingID::HORDE_2, creature->getHorde());
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//statue-of-legion-like bonus: % to base+castle
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TConstBonusListPtr bonuses2 = getBonuses(Selector::type()(BonusType::CREATURE_GROWTH_PERCENT));
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for(const auto & b : *bonuses2)
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{
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const auto growth = b->val * (base + castleBonus) / 100;
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ret.entries.emplace_back(growth, b->Description(growth));
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}
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//other *-of-legion-like bonuses (%d to growth cumulative with grail)
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TConstBonusListPtr bonuses = getBonuses(Selector::type()(BonusType::CREATURE_GROWTH).And(Selector::subtype()(level)));
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for(const auto & b : *bonuses)
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ret.entries.emplace_back(b->val, b->Description());
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int dwellingBonus = 0;
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if(const PlayerState *p = cb->getPlayerState(tempOwner, false))
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{
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dwellingBonus = getDwellingBonus(creatures[level].second, p->dwellings);
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}
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if(dwellingBonus)
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ret.entries.emplace_back(VLC->generaltexth->allTexts[591], dwellingBonus); // \nExternal dwellings %+d
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if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth
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ret.entries.emplace_back(subID, BuildingID::GRAIL, ret.totalGrowth() / 2);
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return ret;
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}
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int CGTownInstance::getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<ConstTransitivePtr<CGDwelling> >& dwellings) const
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{
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int totalBonus = 0;
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for (const auto& dwelling : dwellings)
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{
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for (const auto& creature : dwelling->creatures)
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{
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totalBonus += vstd::contains(creatureIds, creature.second[0]) ? 1 : 0;
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}
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}
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return totalBonus;
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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(const auto & p : town->buildings)
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{
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BuildingID buildingUpgrade;
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for(const 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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town(nullptr),
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builded(0),
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destroyed(0),
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identifier(0),
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alignmentToPlayer(PlayerColor::NEUTRAL)
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{
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this->setNodeType(CBonusSystemNode::TOWN);
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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(BuildingSubID::LIBRARY))
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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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return garrisonHero != nullptr;
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}
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void CGTownInstance::setOwner(const PlayerColor & player) const
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{
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removeCapitols(player);
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cb->setOwner(this, player);
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}
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void CGTownInstance::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
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{
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for (auto building : bonusingBuildings)
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building->blockingDialogAnswered(hero, answer);
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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() ) == PlayerRelations::ENEMIES)
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{
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if(armedGarrison() || visitingHero)
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{
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const CGHeroInstance * defendingHero = visitingHero ? visitingHero : garrisonHero;
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const CArmedInstance * defendingArmy = defendingHero ? (CArmedInstance *)defendingHero : this;
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const bool isBattleOutside = isBattleOutsideTown(defendingHero);
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if(!isBattleOutside && visitingHero && defendingHero == visitingHero)
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{
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//we have two approaches to merge armies: mergeGarrisonOnSiege() and used in the CGameHandler::garrisonSwap(ObjectInstanceID tid)
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auto * nodeSiege = defendingHero->whereShouldBeAttachedOnSiege(isBattleOutside);
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if(nodeSiege == (CBonusSystemNode *)this)
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cb->swapGarrisonOnSiege(this->id);
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const_cast<CGHeroInstance *>(defendingHero)->inTownGarrison = false; //hack to return visitor from garrison after battle
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}
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cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (isBattleOutside ? nullptr : this));
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}
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else
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{
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auto heroColor = h->getOwner();
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onTownCaptured(heroColor);
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if(cb->gameState()->getPlayerStatus(heroColor) == EPlayerStatus::WINNER)
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{
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return; //we just won game, we do not need to perform any extra actions
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//TODO: check how does H3 behave, visiting town on victory can affect campaigns (spells learned, +1 stat building visited)
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}
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cb->heroVisitCastle(this, h);
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}
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}
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else if(h->visitablePos() == visitablePos())
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{
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bool commander_recover = h->commander && !h->commander->alive;
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if (commander_recover) // rise commander from dead
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{
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SetCommanderProperty scp;
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scp.heroid = h->id;
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scp.which = SetCommanderProperty::ALIVE;
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scp.amount = 1;
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cb->sendAndApply(&scp);
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}
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cb->heroVisitCastle(this, h);
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// TODO(vmarkovtsev): implement payment for rising the commander
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if (commander_recover) // info window about commander
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{
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InfoWindow iw;
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iw.player = h->tempOwner;
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iw.text.appendRawString(h->commander->getName());
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iw.components.emplace_back(*h->commander);
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cb->showInfoDialog(&iw);
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}
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}
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else
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{
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logGlobal->error("%s visits allied town of %s from different pos?", h->getNameTranslated(), name);
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}
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}
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void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const
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{
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//FIXME: find out why this issue appears on random maps
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if(visitingHero == h)
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{
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cb->stopHeroVisitCastle(this, h);
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logGlobal->trace("%s correctly left town %s", h->getNameTranslated(), name);
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}
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else
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logGlobal->warn("Warning, %s tries to leave the town %s but hero is not inside.", h->getNameTranslated(), name);
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}
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std::string CGTownInstance::getObjectName() const
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{
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return name + ", " + town->faction->getNameTranslated();
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}
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bool CGTownInstance::townEnvisagesBuilding(BuildingSubID::EBuildingSubID subId) const
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{
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return town->getBuildingType(subId) != BuildingID::NONE;
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}
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void CGTownInstance::initOverriddenBids()
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{
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for(const auto & bid : builtBuildings)
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{
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const auto & overrideThem = town->buildings.at(bid)->overrideBids;
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for(const auto & overrideIt : overrideThem)
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overriddenBuildings.insert(overrideIt);
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}
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}
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bool CGTownInstance::isBonusingBuildingAdded(BuildingID bid) const
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{
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auto present = std::find_if(bonusingBuildings.begin(), bonusingBuildings.end(), [&](CGTownBuilding* building)
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{
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return building->getBuildingType().num == bid;
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});
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return present != bonusingBuildings.end();
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}
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void CGTownInstance::addTownBonuses(CRandomGenerator & rand)
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{
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for(const auto & kvp : town->buildings)
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{
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if(vstd::contains(overriddenBuildings, kvp.first))
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continue;
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if(kvp.second->IsVisitingBonus())
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bonusingBuildings.push_back(new CTownBonus(kvp.second->bid, kvp.second->subId, this));
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if(kvp.second->IsWeekBonus())
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bonusingBuildings.push_back(new COPWBonus(kvp.second->bid, kvp.second->subId, this));
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if(kvp.second->subId == BuildingSubID::CUSTOM_VISITING_REWARD)
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bonusingBuildings.push_back(new CTownRewardableBuilding(kvp.second->bid, kvp.second->subId, this, rand));
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}
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}
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DamageRange CGTownInstance::getTowerDamageRange() const
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{
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assert(hasBuilt(BuildingID::CASTLE));
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// http://heroes.thelazy.net/wiki/Arrow_tower
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// base damage, irregardless of town level
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static constexpr int baseDamage = 6;
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// extra damage, for each building in town
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static constexpr int extraDamage = 1;
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const int minDamage = baseDamage + extraDamage * getTownLevel();
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return {
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minDamage,
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minDamage * 2
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};
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}
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DamageRange CGTownInstance::getKeepDamageRange() const
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{
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assert(hasBuilt(BuildingID::CITADEL));
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// http://heroes.thelazy.net/wiki/Arrow_tower
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// base damage, irregardless of town level
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static constexpr int baseDamage = 10;
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// extra damage, for each building in town
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static constexpr int extraDamage = 2;
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const int minDamage = baseDamage + extraDamage * getTownLevel();
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return {
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minDamage,
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minDamage * 2
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};
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}
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void CGTownInstance::deleteTownBonus(BuildingID bid)
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{
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size_t i = 0;
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CGTownBuilding * freeIt = nullptr;
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for(i = 0; i != bonusingBuildings.size(); i++)
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{
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if(bonusingBuildings[i]->getBuildingType() == bid)
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{
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freeIt = bonusingBuildings[i];
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break;
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}
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}
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if(freeIt == nullptr)
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return;
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auto building = town->buildings.at(bid);
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auto isVisitingBonus = building->IsVisitingBonus();
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auto isWeekBonus = building->IsWeekBonus();
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if(!isVisitingBonus && !isWeekBonus)
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return;
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bonusingBuildings.erase(bonusingBuildings.begin() + i);
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delete freeIt;
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}
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void CGTownInstance::initObj(CRandomGenerator & rand) ///initialize town structures
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{
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blockVisit = true;
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if(townEnvisagesBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example
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creatures.resize(GameConstants::CREATURES_PER_TOWN + 1);
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else
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creatures.resize(GameConstants::CREATURES_PER_TOWN);
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for (int level = 0; level < GameConstants::CREATURES_PER_TOWN; level++)
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{
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BuildingID buildID = BuildingID(BuildingID::DWELL_FIRST + level);
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int upgradeNum = 0;
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for (; town->buildings.count(buildID); upgradeNum++, buildID.advance(GameConstants::CREATURES_PER_TOWN))
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{
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if (hasBuilt(buildID) && town->creatures.at(level).size() > upgradeNum)
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creatures[level].second.push_back(town->creatures[level][upgradeNum]);
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}
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}
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initOverriddenBids();
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addTownBonuses(rand); //add special bonuses from buildings to the bonusingBuildings vector.
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recreateBuildingsBonuses();
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updateAppearance();
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}
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void CGTownInstance::newTurn(CRandomGenerator & rand) const
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{
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if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week
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{
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//give resources if there's a Mystic Pond
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if (hasBuilt(BuildingSubID::MYSTIC_POND)
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&& cb->getDate(Date::DAY) != 1
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&& (tempOwner.isValidPlayer())
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)
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{
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int resID = rand.nextInt(2, 5); //bonus to random rare resource
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resID = (resID==2)?1:resID;
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int resVal = rand.nextInt(1, 4);//with size 1..4
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cb->giveResource(tempOwner, static_cast<EGameResID>(resID), resVal);
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cb->setObjProperty (id, ObjProperty::BONUS_VALUE_FIRST, resID);
|
|
cb->setObjProperty (id, ObjProperty::BONUS_VALUE_SECOND, resVal);
|
|
}
|
|
|
|
for(const auto * manaVortex : getBonusingBuildings(BuildingSubID::MANA_VORTEX))
|
|
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->getFaction() == getFaction()) //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->getGrowth());
|
|
}
|
|
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->creatures()->getByIndex(c)->getGrowth();
|
|
|
|
{//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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for(const auto * rewardableBuilding : getBonusingBuildings(BuildingSubID::CUSTOM_VISITING_REWARD))
|
|
rewardableBuilding->newTurn(rand);
|
|
}
|
|
/*
|
|
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(+1,2,0)};
|
|
}
|
|
|
|
CGTownInstance::EGeneratorState CGTownInstance::shipyardStatus() const
|
|
{
|
|
if (!hasBuilt(BuildingID::SHIPYARD))
|
|
return EGeneratorState::UNKNOWN;
|
|
|
|
return IShipyard::shipyardStatus();
|
|
}
|
|
|
|
const IObjectInterface * CGTownInstance::getObject() const
|
|
{
|
|
return this;
|
|
}
|
|
|
|
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));
|
|
}
|
|
}
|
|
|
|
BoatId CGTownInstance::getBoatType() const
|
|
{
|
|
return town->faction->boatType;
|
|
}
|
|
|
|
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 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 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()(BonusSource::ARMY).And(Selector::type()(BonusType::MORALE)));
|
|
if(!b)
|
|
{
|
|
b = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::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()(BonusSource::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)
|
|
addNewBonus(bonus);
|
|
}
|
|
}
|
|
|
|
void CGTownInstance::setVisitingHero(CGHeroInstance *h)
|
|
{
|
|
if(visitingHero.get() == h)
|
|
return;
|
|
|
|
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)
|
|
{
|
|
if(garrisonHero.get() == h)
|
|
return;
|
|
|
|
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;
|
|
}
|
|
|
|
std::vector<const CGTownBuilding *> CGTownInstance::getBonusingBuildings(BuildingSubID::EBuildingSubID subId) const
|
|
{
|
|
std::vector<const CGTownBuilding *> ret;
|
|
for(auto * const building : bonusingBuildings)
|
|
{
|
|
if(building->getBuildingSubtype() == subId)
|
|
ret.push_back(building);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
|
|
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
|
|
{
|
|
if (town->buildings.count(id) == 0)
|
|
{
|
|
logMod->error("Invalid building ID %d in building dependencies!", id.getNum());
|
|
return CBuilding::TRequired::OperatorAll();
|
|
}
|
|
|
|
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)
|
|
{
|
|
static const std::vector<std::string> FORMATIONS = { "wide", "tight" };
|
|
|
|
CGObjectInstance::serializeJsonOwner(handler);
|
|
CCreatureSet::serializeJson(handler, "army", 7);
|
|
handler.serializeEnum("tightFormation", formation, FORMATIONS);
|
|
handler.serializeString("name", name);
|
|
|
|
{
|
|
auto decodeBuilding = [this](const std::string & identifier) -> si32
|
|
{
|
|
auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), getTown()->getBuildingScope(), identifier);
|
|
|
|
if(rawId)
|
|
return rawId.value();
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
FactionID CGTownInstance::getFaction() const
|
|
{
|
|
return town->faction->getId();
|
|
}
|
|
|
|
TerrainId CGTownInstance::getNativeTerrain() const
|
|
{
|
|
return town->faction->getNativeTerrain();
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
void CGTownInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
|
|
{
|
|
for(const CGTownInstance::TCreaturesSet::value_type & dwelling : creatures)
|
|
{
|
|
if (vstd::contains(dwelling.second, stack.type->getId())) //Dwelling with our creature
|
|
{
|
|
for(const auto & upgrID : dwelling.second)
|
|
{
|
|
if(vstd::contains(stack.type->upgrades, upgrID)) //possible upgrade
|
|
{
|
|
info.newID.push_back(upgrID);
|
|
info.cost.push_back(upgrID.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|