mirror of
https://github.com/vcmi/vcmi.git
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1265 lines
33 KiB
C++
1265 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 "TownBuildingInstance.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 "../battle/BattleLayout.h"
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#include "../CConfigHandler.h"
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#include "../texts/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 "../StartInfo.h"
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#include "../TerrainHandler.h"
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#include "../entities/building/CBuilding.h"
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#include "../entities/faction/CTownHandler.h"
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#include "../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../modding/ModScope.h"
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#include "../networkPacks/StackLocation.h"
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#include "../networkPacks/PacksForClient.h"
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#include "../networkPacks/PacksForClientBattle.h"
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#include "../serializer/JsonSerializeFormat.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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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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auto height = getTown()->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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return ret;
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}
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void CGTownInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
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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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rewardableBuildings.at(identifier.getNum())->setProperty(ObjProperty::VISITORS, visitingHero->id);
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break;
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case ObjProperty::STRUCTURE_CLEAR_VISITORS:
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rewardableBuildings.at(identifier.getNum())->setProperty(ObjProperty::STRUCTURE_CLEAR_VISITORS, NumericID(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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rewardableBuildings.at(identifier.getNum())->setProperty(ObjProperty::VISITORS, garrisonHero->id);
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break;
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case ObjProperty::BONUS_VALUE_FIRST:
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bonusValue.first = identifier.getNum();
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break;
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case ObjProperty::BONUS_VALUE_SECOND:
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bonusValue.second = identifier.getNum();
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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 getTown()->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 >=getTown()->creatures.size())
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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 Creature *creature = creatures[level].second.back().toEntity(VLC);
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const int base = creature->getGrowth();
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int castleBonus = 0;
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if(tempOwner.isValidPlayer())
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{
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auto * playerSettings = cb->getPlayerSettings(tempOwner);
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ret.handicapPercentage = playerSettings->handicap.percentGrowth;
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}
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else
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ret.handicapPercentage = 100;
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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(getTown()->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(getTown()->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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if (growth)
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{
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ret.entries.emplace_back(growth, b->Description(cb, growth));
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}
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}
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//other *-of-legion-like bonuses (%d to growth cumulative with grail)
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// Note: bonus uses 1-based levels (Pikeman is level 1), town list uses 0-based (Pikeman in 0-th creatures entry)
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TConstBonusListPtr bonuses = getBonuses(Selector::typeSubtype(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(level+1)));
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for(const auto & b : *bonuses)
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ret.entries.emplace_back(b->val, b->Description(cb));
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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->getOwnedObjects());
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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<const CGObjectInstance * >& 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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const auto & dwellingCreatures = dwelling->asOwnable()->providedCreatures();
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bool hasMatch = false;
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for (const auto& creature : dwellingCreatures)
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hasMatch = vstd::contains(creatureIds, creature);
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if (hasMatch)
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totalBonus += 1;
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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 : getTown()->buildings)
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{
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BuildingID buildingUpgrade;
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for(const auto & p2 : getTown()->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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if (!getOwner().isValidPlayer())
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return ret;
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const auto & playerSettings = cb->getPlayerSettings(getOwner());
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ret.applyHandicap(playerSettings->handicap.percentIncome);
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return ret;
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}
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std::vector<CreatureID> CGTownInstance::providedCreatures() const
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{
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return {};
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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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TownFortifications CGTownInstance::fortificationsLevel() const
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{
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auto result = getTown()->fortifications;
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for (auto const & buildingID : builtBuildings)
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result += getTown()->buildings.at(buildingID)->fortifications;
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if (result.wallsHealth == 0)
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return TownFortifications();
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return result;
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}
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CGTownInstance::CGTownInstance(IGameCallback *cb):
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CGDwelling(cb),
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built(0),
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destroyed(0),
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identifier(0),
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alignmentToPlayer(PlayerColor::NEUTRAL),
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spellResearchCounterDay(0),
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spellResearchAcceptedCounter(0),
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spellResearchAllowed(true)
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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 : rewardableBuildings)
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delete elem.second;
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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::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->startBattle(h, defendingArmy, getSightCenter(), h, defendingHero, BattleLayout::createDefaultLayout(cb, h, defendingArmy), (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
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{
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assert(h->visitablePos() == this->visitablePos());
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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(ComponentType::CREATURE, h->commander->getId(), h->commander->getCount());
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cb->showInfoDialog(&iw);
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}
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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(), getNameTranslated());
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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(), getNameTranslated());
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}
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std::string CGTownInstance::getObjectName() const
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{
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return getNameTranslated() + ", " + getTown()->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 getTown()->getBuildingType(subId) != BuildingID::NONE;
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}
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void CGTownInstance::initializeConfigurableBuildings(vstd::RNG & rand)
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{
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for(const auto & kvp : getTown()->buildings)
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{
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if(!kvp.second->rewardableObjectInfo.getParameters().isNull())
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rewardableBuildings[kvp.first] = new TownRewardableBuildingInstance(this, kvp.second->bid, 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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// 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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// 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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FactionID CGTownInstance::randomizeFaction(vstd::RNG & rand)
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{
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if(getOwner().isValidPlayer())
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return cb->gameState()->scenarioOps->getIthPlayersSettings(getOwner()).castle;
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if(alignmentToPlayer.isValidPlayer())
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return cb->gameState()->scenarioOps->getIthPlayersSettings(alignmentToPlayer).castle;
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std::vector<FactionID> potentialPicks;
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for (FactionID faction(0); faction < FactionID(VLC->townh->size()); ++faction)
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if (VLC->factions()->getById(faction)->hasTown())
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potentialPicks.push_back(faction);
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assert(!potentialPicks.empty());
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return *RandomGeneratorUtil::nextItem(potentialPicks, rand);
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}
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void CGTownInstance::pickRandomObject(vstd::RNG & rand)
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{
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assert(ID == MapObjectID::TOWN || ID == MapObjectID::RANDOM_TOWN);
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if (ID == MapObjectID::RANDOM_TOWN)
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{
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ID = MapObjectID::TOWN;
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subID = randomizeFaction(rand);
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}
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assert(ID == Obj::TOWN); // just in case
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setType(ID, subID);
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randomizeArmy(getFactionID());
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updateAppearance();
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}
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void CGTownInstance::initObj(vstd::RNG & 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(getTown()->creatures.size() + 1);
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else
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creatures.resize(getTown()->creatures.size());
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for (int level = 0; level < getTown()->creatures.size(); level++)
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{
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BuildingID buildID = BuildingID(BuildingID::getDwellingFromLevel(level, 0));
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int upgradeNum = 0;
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for (; getTown()->buildings.count(buildID); upgradeNum++, BuildingID::advanceDwelling(buildID))
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{
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if (hasBuilt(buildID) && getTown()->creatures.at(level).size() > upgradeNum)
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creatures[level].second.push_back(getTown()->creatures[level][upgradeNum]);
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}
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}
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initializeConfigurableBuildings(rand);
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initializeNeutralTownGarrison(rand);
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recreateBuildingsBonuses();
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updateAppearance();
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}
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void CGTownInstance::initializeNeutralTownGarrison(vstd::RNG & rand)
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{
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struct RandomGuardsInfo{
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int tier;
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int chance;
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int min;
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int max;
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};
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constexpr std::array<RandomGuardsInfo, 4> randomGuards = {
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RandomGuardsInfo{ 0, 33, 8, 15 },
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RandomGuardsInfo{ 1, 33, 5, 7 },
|
|
RandomGuardsInfo{ 2, 20, 3, 5 },
|
|
RandomGuardsInfo{ 3, 14, 1, 3 },
|
|
};
|
|
|
|
// Only neutral towns may get initial garrison
|
|
if (getOwner().isValidPlayer())
|
|
return;
|
|
|
|
// Only towns with garrison not set in map editor may get initial garrison
|
|
// FIXME: H3 editor allow explicitly empty garrison, but vcmi loses this flag on load
|
|
if (stacksCount() > 0)
|
|
return;
|
|
|
|
for (auto const & guard : randomGuards)
|
|
{
|
|
if (rand.nextInt(99) >= guard.chance)
|
|
continue;
|
|
|
|
CreatureID guardID = getTown()->creatures[guard.tier].at(0);
|
|
int guardSize = rand.nextInt(guard.min, guard.max);
|
|
|
|
putStack(getFreeSlot(), new CStackInstance(guardID, guardSize));
|
|
}
|
|
}
|
|
|
|
void CGTownInstance::newTurn(vstd::RNG & rand) const
|
|
{
|
|
for(const auto & building : rewardableBuildings)
|
|
building.second->newTurn(rand);
|
|
|
|
if(hasBuilt(BuildingSubID::BANK) && bonusValue.second > 0)
|
|
{
|
|
TResources res;
|
|
res[EGameResID::GOLD] = -500;
|
|
cb->giveResources(getOwner(), res);
|
|
cb->setObjPropertyValue(id, ObjProperty::BONUS_VALUE_SECOND, bonusValue.second - 500);
|
|
}
|
|
}
|
|
|
|
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 (const auto & otherTown : state->getTowns())
|
|
{
|
|
if (otherTown != this && otherTown->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 getTown()->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->getTowns())
|
|
if(t->hasBuiltSomeTradeBuilding())
|
|
marketCount++;
|
|
|
|
return marketCount;
|
|
}
|
|
|
|
std::vector<TradeItemBuy> CGTownInstance::availableItemsIds(EMarketMode mode) const
|
|
{
|
|
if(mode == EMarketMode::RESOURCE_ARTIFACT)
|
|
{
|
|
std::vector<TradeItemBuy> ret;
|
|
for(const CArtifact *a : cb->gameState()->map->townMerchantArtifacts)
|
|
if(a)
|
|
ret.push_back(a->getId());
|
|
else
|
|
ret.push_back(ArtifactID{});
|
|
return ret;
|
|
}
|
|
else if ( mode == EMarketMode::RESOURCE_SKILL )
|
|
{
|
|
return cb->gameState()->map->townUniversitySkills;
|
|
}
|
|
else
|
|
return IMarket::availableItemsIds(mode);
|
|
}
|
|
|
|
ObjectInstanceID CGTownInstance::getObjInstanceID() const
|
|
{
|
|
return id;
|
|
}
|
|
|
|
void CGTownInstance::updateAppearance()
|
|
{
|
|
auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
|
|
//FIXME: not the best way to do this
|
|
auto app = getObjectHandler()->getOverride(terrain, this);
|
|
if (app)
|
|
appearance = app;
|
|
}
|
|
|
|
std::string CGTownInstance::nodeName() const
|
|
{
|
|
return "Town (" + getTown()->faction->getNameTranslated() + ") of " + getNameTranslated();
|
|
}
|
|
|
|
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, BonusSourceID());
|
|
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)
|
|
{
|
|
bool bonusesReplacedByUpgrade = false;
|
|
|
|
for(const auto & upgradeID : builtBuildings)
|
|
{
|
|
const auto & upgrade = getTown()->buildings.at(upgradeID);
|
|
if (upgrade->getBase() == bid && upgrade->upgradeReplacesBonuses)
|
|
bonusesReplacedByUpgrade = true;
|
|
}
|
|
|
|
// bonuses from this building are disabled and replaced by bonuses from an upgrade
|
|
if (bonusesReplacedByUpgrade)
|
|
continue;
|
|
|
|
auto building = getTown()->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;
|
|
}
|
|
|
|
int CGTownInstance::getTownLevel() const
|
|
{
|
|
// count all buildings that are not upgrades
|
|
int level = 0;
|
|
|
|
for(const auto & bid : builtBuildings)
|
|
{
|
|
if(getTown()->buildings.at(bid)->upgrade == BuildingID::NONE)
|
|
level++;
|
|
}
|
|
return level;
|
|
}
|
|
|
|
CBonusSystemNode & CGTownInstance::whatShouldBeAttached()
|
|
{
|
|
return townAndVis;
|
|
}
|
|
|
|
std::string CGTownInstance::getNameTranslated() const
|
|
{
|
|
return VLC->generaltexth->translate(nameTextId);
|
|
}
|
|
|
|
std::string CGTownInstance::getNameTextID() const
|
|
{
|
|
return nameTextId;
|
|
}
|
|
|
|
void CGTownInstance::setNameTextId( const std::string & newName )
|
|
{
|
|
nameTextId = newName;
|
|
}
|
|
|
|
const CArmedInstance * CGTownInstance::getUpperArmy() const
|
|
{
|
|
if(garrisonHero)
|
|
return garrisonHero;
|
|
return this;
|
|
}
|
|
|
|
bool CGTownInstance::hasBuiltSomeTradeBuilding() const
|
|
{
|
|
return availableModes().empty() ? false : true;
|
|
}
|
|
|
|
bool CGTownInstance::hasBuilt(BuildingSubID::EBuildingSubID buildingID) const
|
|
{
|
|
for(const auto & bid : builtBuildings)
|
|
{
|
|
if(getTown()->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, FactionID townID) const
|
|
{
|
|
if (townID == getTown()->faction->getId() || townID == FactionID::ANY)
|
|
return hasBuilt(buildingID);
|
|
return false;
|
|
}
|
|
|
|
void CGTownInstance::addBuilding(const BuildingID & buildingID)
|
|
{
|
|
if(buildingID == BuildingID::NONE)
|
|
return;
|
|
|
|
builtBuildings.insert(buildingID);
|
|
}
|
|
|
|
std::set<EMarketMode> CGTownInstance::availableModes() const
|
|
{
|
|
std::set<EMarketMode> result;
|
|
for (const auto & buildingID : builtBuildings)
|
|
{
|
|
const auto * buildingPtr = getTown()->buildings.at(buildingID).get();
|
|
result.insert(buildingPtr->marketModes.begin(), buildingPtr->marketModes.end());
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
void CGTownInstance::removeBuilding(const BuildingID & buildingID)
|
|
{
|
|
if(!vstd::contains(builtBuildings, buildingID))
|
|
return;
|
|
|
|
builtBuildings.erase(buildingID);
|
|
}
|
|
|
|
void CGTownInstance::removeAllBuildings()
|
|
{
|
|
builtBuildings.clear();
|
|
}
|
|
|
|
std::set<BuildingID> CGTownInstance::getBuildings() const
|
|
{
|
|
return builtBuildings;
|
|
}
|
|
|
|
TResources CGTownInstance::getBuildingCost(const BuildingID & buildingID) const
|
|
{
|
|
if (vstd::contains(getTown()->buildings, buildingID))
|
|
return getTown()->buildings.at(buildingID)->resources;
|
|
else
|
|
{
|
|
logGlobal->error("Town %s at %s has no possible building %d!", getNameTranslated(), anchorPos().toString(), buildingID.toEnum());
|
|
return TResources();
|
|
}
|
|
|
|
}
|
|
|
|
CBuilding::TRequired CGTownInstance::genBuildingRequirements(const BuildingID & buildID, bool deep) const
|
|
{
|
|
const CBuilding * building = getTown()->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 (getTown()->buildings.count(id) == 0)
|
|
{
|
|
logMod->error("Invalid building ID %d in building dependencies!", id.getNum());
|
|
return CBuilding::TRequired::OperatorAll();
|
|
}
|
|
|
|
const CBuilding * build = getTown()->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 = getTown()->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->setObjPropertyValue(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors
|
|
else if(garrisonHero == h)
|
|
cb->setObjPropertyValue(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("unexpected hero in CGTownInstance::addHeroToStructureVisitors");
|
|
}
|
|
}
|
|
|
|
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);
|
|
cb->changeFogOfWar(getSightCenter(), getSightRadius(), winner, ETileVisibility::REVEALED);
|
|
}
|
|
|
|
void CGTownInstance::afterAddToMap(CMap * map)
|
|
{
|
|
map->towns.emplace_back(this);
|
|
}
|
|
|
|
void CGTownInstance::afterRemoveFromMap(CMap * map)
|
|
{
|
|
vstd::erase_if_present(map->towns, this);
|
|
}
|
|
|
|
void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler)
|
|
{
|
|
CGObjectInstance::serializeJsonOwner(handler);
|
|
if(!handler.saving)
|
|
handler.serializeEnum("tightFormation", formation, NArmyFormation::names); //for old format
|
|
CArmedInstance::serializeJsonOptions(handler);
|
|
handler.serializeString("name", nameTextId);
|
|
|
|
{
|
|
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.getNum());
|
|
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.getNum());
|
|
customBuildings = true;
|
|
}
|
|
|
|
if(customBuildings)
|
|
handler.serializeLIC("buildings", buildingsLIC);
|
|
else
|
|
handler.serializeBool("hasFort",hasFort);
|
|
}
|
|
else
|
|
{
|
|
handler.serializeLIC("buildings", buildingsLIC);
|
|
|
|
addBuilding(BuildingID::VILLAGE_HALL);
|
|
|
|
if(buildingsLIC.none.empty() && buildingsLIC.all.empty())
|
|
{
|
|
addBuilding(BuildingID::DEFAULT);
|
|
|
|
bool hasFort = false;
|
|
handler.serializeBool("hasFort",hasFort);
|
|
if(hasFort)
|
|
addBuilding(BuildingID::FORT);
|
|
}
|
|
else
|
|
{
|
|
for(const si32 item : buildingsLIC.none)
|
|
forbiddenBuildings.insert(BuildingID(item));
|
|
for(const si32 item : buildingsLIC.all)
|
|
addBuilding(BuildingID(item));
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
handler.serializeIdArray( "possibleSpells", possibleSpells);
|
|
handler.serializeIdArray( "obligatorySpells", obligatorySpells);
|
|
}
|
|
|
|
{
|
|
auto eventsHandler = handler.enterArray("events");
|
|
eventsHandler.syncSize(events, JsonNode::JsonType::DATA_VECTOR);
|
|
eventsHandler.serializeStruct(events);
|
|
}
|
|
}
|
|
|
|
const CFaction * CGTownInstance::getFaction() const
|
|
{
|
|
return getFactionID().toFaction();
|
|
}
|
|
|
|
const CTown * CGTownInstance::getTown() const
|
|
{
|
|
if(ID == Obj::RANDOM_TOWN)
|
|
return VLC->townh->randomTown;
|
|
|
|
return getFaction()->town;
|
|
}
|
|
|
|
FactionID CGTownInstance::getFactionID() const
|
|
{
|
|
return FactionID(subID.getNum());
|
|
}
|
|
|
|
TerrainId CGTownInstance::getNativeTerrain() const
|
|
{
|
|
return getTown()->faction->getNativeTerrain();
|
|
}
|
|
|
|
ArtifactID CGTownInstance::getWarMachineInBuilding(BuildingID building) const
|
|
{
|
|
if (builtBuildings.count(building) == 0)
|
|
return ArtifactID::NONE;
|
|
|
|
if (building == BuildingID::BLACKSMITH && getTown()->warMachineDeprecated.hasValue())
|
|
return getTown()->warMachineDeprecated.toCreature()->warMachine;
|
|
|
|
return getTown()->buildings.at(building)->warMachine;
|
|
}
|
|
|
|
bool CGTownInstance::isWarMachineAvailable(ArtifactID warMachine) const
|
|
{
|
|
for (auto const & buildingID : builtBuildings)
|
|
if (getTown()->buildings.at(buildingID)->warMachine == warMachine)
|
|
return true;
|
|
|
|
if (builtBuildings.count(BuildingID::BLACKSMITH) &&
|
|
getTown()->warMachineDeprecated.hasValue() &&
|
|
getTown()->warMachineDeprecated.toCreature()->warMachine == warMachine)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
GrowthInfo::Entry::Entry(const std::string &format, int _count)
|
|
: count(_count)
|
|
{
|
|
MetaString formatter;
|
|
formatter.appendRawString(format);
|
|
formatter.replacePositiveNumber(count);
|
|
|
|
description = formatter.toString();
|
|
}
|
|
|
|
GrowthInfo::Entry::Entry(int subID, const BuildingID & building, int _count): count(_count)
|
|
{
|
|
MetaString formatter;
|
|
formatter.appendRawString("%s %+d");
|
|
formatter.replaceRawString(FactionID(subID).toFaction()->town->buildings.at(building)->getNameTranslated());
|
|
formatter.replacePositiveNumber(count);
|
|
|
|
description = formatter.toString();
|
|
}
|
|
|
|
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;
|
|
|
|
// always round up income - we don't want buildings to always produce zero if handicap in use
|
|
return vstd::divideAndCeil(ret * handicapPercentage, 100);
|
|
}
|
|
|
|
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());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGTownInstance::postDeserialize()
|
|
{
|
|
setNodeType(CBonusSystemNode::TOWN);
|
|
for(auto & building : rewardableBuildings)
|
|
building.second->town = this;
|
|
}
|
|
|
|
std::map<BuildingID, TownRewardableBuildingInstance*> CGTownInstance::convertOldBuildings(std::vector<TownRewardableBuildingInstance*> oldVector)
|
|
{
|
|
std::map<BuildingID, TownRewardableBuildingInstance*> result;
|
|
|
|
for(auto & building : oldVector)
|
|
{
|
|
result[building->getBuildingType()] = new TownRewardableBuildingInstance(*building);
|
|
delete building;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|