mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-20 20:23:03 +02:00
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++
/*
|
|
* CGTownInstance.h, part of VCMI engine
|
|
*
|
|
* Authors: listed in file AUTHORS in main folder
|
|
*
|
|
* License: GNU General Public License v2.0 or later
|
|
* Full text of license available in license.txt file, in main folder
|
|
*
|
|
*/
|
|
#pragma once
|
|
|
|
#include "IMarket.h"
|
|
#include "CGDwelling.h"
|
|
#include "../entities/faction/CFaction.h" // TODO: remove
|
|
#include "../entities/faction/CTown.h" // TODO: remove
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
class CCastleEvent;
|
|
class CTown;
|
|
class TownBuildingInstance;
|
|
struct TownFortifications;
|
|
class TownRewardableBuildingInstance;
|
|
struct DamageRange;
|
|
|
|
template<typename ContainedClass>
|
|
class LogicalExpression;
|
|
|
|
class DLL_LINKAGE CTownAndVisitingHero : public CBonusSystemNode
|
|
{
|
|
public:
|
|
CTownAndVisitingHero();
|
|
};
|
|
|
|
struct DLL_LINKAGE GrowthInfo
|
|
{
|
|
struct Entry
|
|
{
|
|
int count;
|
|
std::string description;
|
|
Entry(const std::string &format, int _count);
|
|
Entry(int subID, const BuildingID & building, int _count);
|
|
Entry(int _count, std::string fullDescription);
|
|
};
|
|
|
|
std::vector<Entry> entries;
|
|
int totalGrowth() const;
|
|
int handicapPercentage;
|
|
};
|
|
|
|
class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket, public INativeTerrainProvider, public ICreatureUpgrader
|
|
{
|
|
std::string nameTextId; // name of town
|
|
|
|
std::map<BuildingID, TownRewardableBuildingInstance*> convertOldBuildings(std::vector<TownRewardableBuildingInstance*> oldVector);
|
|
std::set<BuildingID> builtBuildings;
|
|
|
|
public:
|
|
using CGDwelling::getPosition;
|
|
|
|
enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3};
|
|
|
|
CTownAndVisitingHero townAndVis;
|
|
const CTown * town;
|
|
si32 built; //how many buildings has been built this turn
|
|
si32 destroyed; //how many buildings has been destroyed this turn
|
|
ConstTransitivePtr<CGHeroInstance> garrisonHero, visitingHero;
|
|
ui32 identifier; //special identifier from h3m (only > RoE maps)
|
|
PlayerColor alignmentToPlayer; // if set to non-neutral, random town will have same faction as specified player
|
|
std::set<BuildingID> forbiddenBuildings;
|
|
std::map<BuildingID, TownRewardableBuildingInstance*> rewardableBuildings;
|
|
std::vector<SpellID> possibleSpells, obligatorySpells;
|
|
std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild
|
|
std::vector<CCastleEvent> events;
|
|
std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond, factory = save debts);
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
template <typename Handler> void serialize(Handler &h)
|
|
{
|
|
h & static_cast<CGDwelling&>(*this);
|
|
h & nameTextId;
|
|
h & built;
|
|
h & destroyed;
|
|
h & identifier;
|
|
h & garrisonHero;
|
|
h & visitingHero;
|
|
h & alignmentToPlayer;
|
|
h & forbiddenBuildings;
|
|
h & builtBuildings;
|
|
h & bonusValue;
|
|
h & possibleSpells;
|
|
h & obligatorySpells;
|
|
h & spells;
|
|
h & events;
|
|
|
|
if (h.version >= Handler::Version::NEW_TOWN_BUILDINGS)
|
|
{
|
|
h & rewardableBuildings;
|
|
}
|
|
else
|
|
{
|
|
std::vector<TownRewardableBuildingInstance*> oldVector;
|
|
h & oldVector;
|
|
rewardableBuildings = convertOldBuildings(oldVector);
|
|
}
|
|
|
|
if (h.saving)
|
|
{
|
|
CFaction * faction = town ? town->faction : nullptr;
|
|
h & faction;
|
|
}
|
|
else
|
|
{
|
|
CFaction * faction = nullptr;
|
|
h & faction;
|
|
town = faction ? faction->town : nullptr;
|
|
}
|
|
|
|
h & townAndVis;
|
|
BONUS_TREE_DESERIALIZATION_FIX
|
|
|
|
if (h.version < Handler::Version::NEW_TOWN_BUILDINGS)
|
|
{
|
|
std::set<BuildingID> overriddenBuildings;
|
|
h & overriddenBuildings;
|
|
}
|
|
|
|
if(!h.saving)
|
|
postDeserialize();
|
|
}
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
CBonusSystemNode & whatShouldBeAttached() override;
|
|
std::string nodeName() const override;
|
|
void updateMoraleBonusFromArmy() override;
|
|
void deserializationFix();
|
|
void postDeserialize();
|
|
void recreateBuildingsBonuses();
|
|
void setVisitingHero(CGHeroInstance *h);
|
|
void setGarrisonedHero(CGHeroInstance *h);
|
|
const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself
|
|
|
|
std::string getNameTranslated() const;
|
|
std::string getNameTextID() const;
|
|
void setNameTextId(const std::string & newName);
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
bool passableFor(PlayerColor color) const override;
|
|
//int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated
|
|
int getSightRadius() const override; //returns sight distance
|
|
BoatId getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
|
|
void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed. Parameter will be cleared
|
|
EGeneratorState shipyardStatus() const override;
|
|
const IObjectInterface * getObject() const override;
|
|
int getMarketEfficiency() const override; //=market count
|
|
std::set<EMarketMode> availableModes() const override;
|
|
std::vector<TradeItemBuy> availableItemsIds(EMarketMode mode) const override;
|
|
ObjectInstanceID getObjInstanceID() const override;
|
|
void updateAppearance();
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
bool needsLastStack() const override;
|
|
CGTownInstance::EFortLevel fortLevel() const;
|
|
TownFortifications fortificationsLevel() const;
|
|
int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
|
|
int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
|
|
int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
|
|
int creatureGrowth(const int & level) const;
|
|
GrowthInfo getGrowthInfo(int level) const;
|
|
bool hasFort() const;
|
|
bool hasCapitol() const;
|
|
bool hasBuiltSomeTradeBuilding() const;
|
|
//checks if special building with type buildingID is constructed
|
|
bool hasBuilt(BuildingSubID::EBuildingSubID buildingID) const;
|
|
//checks if building is constructed and town has same subID
|
|
bool hasBuilt(const BuildingID & buildingID) const;
|
|
bool hasBuilt(const BuildingID & buildingID, FactionID townID) const;
|
|
void addBuilding(const BuildingID & buildingID);
|
|
void removeBuilding(const BuildingID & buildingID);
|
|
void removeAllBuildings();
|
|
std::set<BuildingID> getBuildings() const;
|
|
|
|
TResources getBuildingCost(const BuildingID & buildingID) const;
|
|
ResourceSet dailyIncome() const override;
|
|
std::vector<CreatureID> providedCreatures() const override;
|
|
|
|
int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
|
|
bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero
|
|
int getTownLevel() const;
|
|
|
|
LogicalExpression<BuildingID> genBuildingRequirements(const BuildingID & build, bool deep = false) const;
|
|
|
|
void mergeGarrisonOnSiege() const; // merge garrison into army of visiting hero
|
|
void removeCapitols(const PlayerColor & owner) const;
|
|
void clearArmy() const;
|
|
void addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID) const; //hero must be visiting or garrisoned in town
|
|
void deleteTownBonus(BuildingID bid);
|
|
|
|
/// Returns damage range for secondary towers of this town
|
|
DamageRange getTowerDamageRange() const;
|
|
|
|
/// Returns damage range for central tower(keep) of this town
|
|
DamageRange getKeepDamageRange() const;
|
|
|
|
const CTown * getTown() const;
|
|
|
|
/// INativeTerrainProvider
|
|
FactionID getFaction() const override;
|
|
TerrainId getNativeTerrain() const override;
|
|
|
|
/// 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
|
|
ArtifactID getWarMachineInBuilding(BuildingID) const;
|
|
/// Returns true if provided war machine is available in any of built buildings of this town
|
|
bool isWarMachineAvailable(ArtifactID) const;
|
|
|
|
CGTownInstance(IGameCallback *cb);
|
|
virtual ~CGTownInstance();
|
|
|
|
///IObjectInterface overrides
|
|
void newTurn(vstd::RNG & rand) const override;
|
|
void onHeroVisit(const CGHeroInstance * h) const override;
|
|
void onHeroLeave(const CGHeroInstance * h) const override;
|
|
void initObj(vstd::RNG & rand) override;
|
|
void pickRandomObject(vstd::RNG & rand) override;
|
|
void battleFinished(const CGHeroInstance * hero, const BattleResult & result) const override;
|
|
std::string getObjectName() const override;
|
|
|
|
void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
|
|
|
|
void afterAddToMap(CMap * map) override;
|
|
void afterRemoveFromMap(CMap * map) override;
|
|
|
|
inline bool isBattleOutsideTown(const CGHeroInstance * defendingHero) const
|
|
{
|
|
return defendingHero && garrisonHero && defendingHero != garrisonHero;
|
|
}
|
|
protected:
|
|
void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;
|
|
void serializeJsonOptions(JsonSerializeFormat & handler) override;
|
|
|
|
private:
|
|
FactionID randomizeFaction(vstd::RNG & rand);
|
|
void setOwner(const PlayerColor & owner) const;
|
|
void onTownCaptured(const PlayerColor & winner) const;
|
|
int getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<const CGObjectInstance* >& dwellings) const;
|
|
bool townEnvisagesBuilding(BuildingSubID::EBuildingSubID bid) const;
|
|
void initializeConfigurableBuildings(vstd::RNG & rand);
|
|
void initializeNeutralTownGarrison(vstd::RNG & rand);
|
|
};
|
|
|
|
VCMI_LIB_NAMESPACE_END
|