mirror of
https://github.com/vcmi/vcmi.git
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- CClient now inherits directly from CPrivilegedInfoCallback, like IGameCallback did before. However CClient no longer needs dummy implementation of IGameEventCallback - CGObjectInstance hierarchy now uses CPrivilegedInfoCallback for callback. Actual events can only be emitted in calls that receive IGameEventCallback pointer, e.g. heroVisit - CGameHandler now inherits directly from both CPrivilegedInfoCallback and IGameEventCallback as it did before via IGameCallback
239 lines
6.7 KiB
C++
239 lines
6.7 KiB
C++
/*
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* TownBuildingInstance.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 "TownBuildingInstance.h"
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#include "CGTownInstance.h"
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#include "../callback/CPrivilegedInfoCallback.h"
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#include "../callback/IGameEventCallback.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../entities/building/CBuilding.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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TownBuildingInstance::TownBuildingInstance(CPrivilegedInfoCallback * cb)
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: IObjectInterface(cb)
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, town(nullptr)
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{}
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TownBuildingInstance::TownBuildingInstance(CGTownInstance * town, const BuildingID & index)
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: IObjectInterface(town->cb)
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, town(town)
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, bID(index)
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{}
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PlayerColor TownBuildingInstance::getOwner() const
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{
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return town->getOwner();
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}
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MapObjectID TownBuildingInstance::getObjGroupIndex() const
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{
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return -1;
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}
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MapObjectSubID TownBuildingInstance::getObjTypeIndex() const
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{
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return 0;
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}
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const IOwnableObject * TownBuildingInstance::asOwnable() const
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{
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return nullptr;
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}
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int3 TownBuildingInstance::visitablePos() const
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{
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return town->visitablePos();
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}
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int3 TownBuildingInstance::anchorPos() const
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{
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return town->anchorPos();
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}
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TownRewardableBuildingInstance::TownRewardableBuildingInstance(CPrivilegedInfoCallback *cb)
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: TownBuildingInstance(cb)
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{}
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TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand)
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: TownBuildingInstance(town, index)
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{
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assert(town && town->getTown());
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configuration = generateConfiguration(rand);
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}
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void TownRewardableBuildingInstance::assignBonuses(std::vector<Bonus> & bonuses) const
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{
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const auto & building = town->getTown()->buildings.at(getBuildingType());
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for (auto & bonus : bonuses)
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{
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if (building->mapObjectLikeBonuses.hasValue())
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{
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bonus.source = BonusSource::OBJECT_TYPE;
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bonus.sid = BonusSourceID(building->mapObjectLikeBonuses);
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}
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else
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{
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bonus.source = BonusSource::TOWN_STRUCTURE;
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bonus.sid = BonusSourceID(building->getUniqueTypeID());
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}
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}
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}
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Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(vstd::RNG & rand) const
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{
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Rewardable::Configuration result;
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const auto & building = town->getTown()->buildings.at(getBuildingType());
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// force modal info window instead of displaying in inactive info box on adventure map
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result.infoWindowType = EInfoWindowMode::MODAL;
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building->rewardableObjectInfo.configureObject(result, rand, cb);
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for(auto & rewardInfo : result.info)
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{
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assignBonuses(rewardInfo.reward.heroBonuses);
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assignBonuses(rewardInfo.reward.commanderBonuses);
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assignBonuses(rewardInfo.reward.playerBonuses);
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}
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return result;
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}
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void TownRewardableBuildingInstance::newTurn(IGameEventCallback & gameEvents) const
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{
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if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
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{
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auto newConfiguration = generateConfiguration(gameEvents.getRandomGenerator());
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gameEvents.setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration);
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if(configuration.resetParameters.visitors)
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{
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gameEvents.setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType().getNum());
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}
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}
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}
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void TownRewardableBuildingInstance::setProperty(ObjProperty what, ObjPropertyID identifier)
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{
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switch (what)
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{
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case ObjProperty::VISITORS:
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visitors.insert(identifier.as<ObjectInstanceID>());
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break;
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case ObjProperty::STRUCTURE_CLEAR_VISITORS:
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visitors.clear();
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break;
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case ObjProperty::REWARD_SELECT:
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selectedReward = identifier.getNum();
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break;
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}
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}
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void TownRewardableBuildingInstance::heroLevelUpDone(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const
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{
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grantRewardAfterLevelup(gameEvents, configuration.info.at(selectedReward), town, hero);
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}
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void TownRewardableBuildingInstance::blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const
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{
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onBlockingDialogAnswered(gameEvents, hero, answer);
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}
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void TownRewardableBuildingInstance::grantReward(IGameEventCallback & gameEvents, ui32 rewardID, const CGHeroInstance * hero) const
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{
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grantRewardBeforeLevelup(gameEvents, configuration.info.at(rewardID), hero);
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// hero is not blocked by levelup dialog - grant remainder immediately
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if(!gameEvents.isVisitCoveredByAnotherQuery(town, hero))
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{
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grantRewardAfterLevelup(gameEvents, configuration.info.at(rewardID), town, hero);
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}
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}
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bool TownRewardableBuildingInstance::wasVisited(const CGHeroInstance * contextHero) const
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{
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return wasVisitedBefore(contextHero);
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}
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bool TownRewardableBuildingInstance::wasVisitedBefore(const CGHeroInstance * contextHero) const
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{
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switch (configuration.visitMode)
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{
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case Rewardable::VISIT_UNLIMITED:
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return false;
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case Rewardable::VISIT_ONCE:
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return !visitors.empty();
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case Rewardable::VISIT_PLAYER:
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case Rewardable::VISIT_PLAYER_GLOBAL:
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return false; //not supported
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case Rewardable::VISIT_BONUS:
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{
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const auto & building = town->getTown()->buildings.at(getBuildingType());
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if (building->mapObjectLikeBonuses.hasValue())
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return contextHero->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(building->mapObjectLikeBonuses));
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else
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return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()));
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}
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case Rewardable::VISIT_HERO:
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return visitors.find(contextHero->id) != visitors.end();
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case Rewardable::VISIT_LIMITER:
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return configuration.visitLimiter.heroAllowed(contextHero);
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default:
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return false;
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}
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}
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void TownRewardableBuildingInstance::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
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{
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assert(town->hasBuilt(getBuildingType()));
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if(town->hasBuilt(getBuildingType()))
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doHeroVisit(gameEvents, h);
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}
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const IObjectInterface * TownRewardableBuildingInstance::getObject() const
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{
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return this;
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}
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bool TownRewardableBuildingInstance::wasVisited(PlayerColor player) const
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{
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switch (configuration.visitMode)
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{
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case Rewardable::VISIT_UNLIMITED:
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case Rewardable::VISIT_BONUS:
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case Rewardable::VISIT_HERO:
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case Rewardable::VISIT_LIMITER:
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case Rewardable::VISIT_PLAYER_GLOBAL:
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return false;
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case Rewardable::VISIT_ONCE:
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case Rewardable::VISIT_PLAYER:
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return !visitors.empty();
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default:
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return false;
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}
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}
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void TownRewardableBuildingInstance::markAsVisited(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const
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{
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town->addHeroToStructureVisitors(gameEvents, hero, getBuildingType().getNum());
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}
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void TownRewardableBuildingInstance::markAsScouted(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const
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{
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// no-op - town building is always 'scouted' by owner
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}
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VCMI_LIB_NAMESPACE_END
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