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vcmi/lib/mapObjects/CGTownInstance.cpp
2015-10-16 06:45:06 +03:00

1266 lines
35 KiB
C++

/*
* CGTownInstance.cpp, 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
*
*/
#include "StdInc.h"
#include "CGTownInstance.h"
#include "CObjectClassesHandler.h"
#include "../NetPacks.h"
#include "../CGeneralTextHandler.h"
#include "../CModHandler.h"
#include "../IGameCallback.h"
#include "../CGameState.h"
std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
std::vector<int> CGTownInstance::universitySkills;
void CGDwelling::initObj()
{
switch(ID)
{
case Obj::CREATURE_GENERATOR1:
case Obj::CREATURE_GENERATOR4:
{
VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, cb->gameState()->getRandomGenerator());
if (getOwner() != PlayerColor::NEUTRAL)
cb->gameState()->players[getOwner()].dwellings.push_back (this);
assert(!creatures.empty());
assert(!creatures[0].second.empty());
break;
}
case Obj::REFUGEE_CAMP:
//is handled within newturn func
break;
case Obj::WAR_MACHINE_FACTORY:
creatures.resize(3);
creatures[0].second.push_back(CreatureID::BALLISTA);
creatures[1].second.push_back(CreatureID::FIRST_AID_TENT);
creatures[2].second.push_back(CreatureID::AMMO_CART);
break;
default:
assert(0);
break;
}
}
void CGDwelling::setPropertyDer(ui8 what, ui32 val)
{
switch (what)
{
case ObjProperty::OWNER: //change owner
if (ID == Obj::CREATURE_GENERATOR1) //single generators
{
if (tempOwner != PlayerColor::NEUTRAL)
{
std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;
dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));
}
if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral?
cb->gameState()->players[PlayerColor(val)].dwellings.push_back (this);
}
break;
case ObjProperty::AVAILABLE_CREATURE:
creatures.resize(1);
creatures[0].second.resize(1);
creatures[0].second[0] = CreatureID(val);
break;
}
}
void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
{
if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week.
iw.text.addReplacement(MetaString::OBJ_NAMES, ID);
cb->sendAndApply(&iw);
return;
}
PlayerRelations::PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );
if ( relations == PlayerRelations::ALLIES )
return;//do not allow recruiting or capturing
if( !relations && stacksCount() > 0) //object is guarded, owned by enemy
{
BlockingDialog bd(true,false);
bd.player = h->tempOwner;
bd.text.addTxt(MetaString::GENERAL_TXT, 421); //Much to your dismay, the %s is guarded by %s %s. Do you wish to fight the guards?
bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
bd.text.addReplacement(MetaString::ARRAY_TXT, 176 + Slots().begin()->second->getQuantityID()*3);
bd.text.addReplacement(*Slots().begin()->second);
cb->showBlockingDialog(&bd);
return;
}
if(!relations && ID != Obj::WAR_MACHINE_FACTORY)
{
cb->setOwner(this, h->tempOwner);
}
BlockingDialog bd (true,false);
bd.player = h->tempOwner;
if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4)
{
bd.text.addTxt(MetaString::ADVOB_TXT, ID == Obj::CREATURE_GENERATOR1 ? 35 : 36); //{%s} Would you like to recruit %s? / {%s} Would you like to recruit %s, %s, %s, or %s?
bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
for(auto & elem : creatures)
bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
}
else if(ID == Obj::REFUGEE_CAMP)
{
bd.text.addTxt(MetaString::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
bd.text.addReplacement(MetaString::OBJ_NAMES, ID);
for(auto & elem : creatures)
bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
}
else if(ID == Obj::WAR_MACHINE_FACTORY)
bd.text.addTxt(MetaString::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?
else
throw std::runtime_error("Illegal dwelling!");
cb->showBlockingDialog(&bd);
}
void CGDwelling::newTurn() const
{
if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week
return;
//town growths and War Machines Factories are handled separately
if(ID == Obj::TOWN || ID == Obj::WAR_MACHINE_FACTORY)
return;
if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature
{
cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster(cb->gameState()->getRandomGenerator()));
}
bool change = false;
SetAvailableCreatures sac;
sac.creatures = creatures;
sac.tid = id;
for (size_t i = 0; i < creatures.size(); i++)
{
if(creatures[i].second.size())
{
CCreature *cre = VLC->creh->creatures[creatures[i].second[0]];
TQuantity amount = cre->growth * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
if (VLC->modh->settings.DWELLINGS_ACCUMULATE_CREATURES && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures
sac.creatures[i].first += amount;
else
sac.creatures[i].first = amount;
change = true;
}
}
if(change)
cb->sendAndApply(&sac);
updateGuards();
}
void CGDwelling::updateGuards() const
{
//TODO: store custom guard config and use it
//TODO: store boolean flag for guards
bool guarded = false;
//default condition - creatures are of level 5 or higher
for (auto creatureEntry : creatures)
{
if (VLC->creh->creatures[creatureEntry.second.at(0)]->level >= 5 && ID != Obj::REFUGEE_CAMP)
{
guarded = true;
break;
}
}
if (guarded)
{
for (auto creatureEntry : creatures)
{
const CCreature * crea = VLC->creh->creatures[creatureEntry.second.at(0)];
SlotID slot = getSlotFor(crea->idNumber);
StackLocation stackLocation = StackLocation(this, slot);;
if (hasStackAtSlot(slot)) //stack already exists, overwrite it
{
ChangeStackCount csc;
csc.sl = stackLocation;
csc.count = crea->growth * 3;
csc.absoluteValue = true;
cb->sendAndApply(&csc);
}
else //slot is empty, create whole new stack
{
InsertNewStack ns;
ns.sl = stackLocation;
ns.stack = CStackBasicDescriptor(crea->idNumber, crea->growth * 3);
cb->sendAndApply(&ns);
}
}
}
}
void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
{
CreatureID crid = creatures[0].second[0];
CCreature *crs = VLC->creh->creatures[crid];
TQuantity count = creatures[0].first;
if(crs->level == 1 && ID != Obj::REFUGEE_CAMP) //first level - creatures are for free
{
if(count) //there are available creatures
{
SlotID slot = h->getSlotFor(crid);
if(!slot.validSlot()) //no available slot
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
cb->showInfoDialog(&iw);
}
else //give creatures
{
SetAvailableCreatures sac;
sac.tid = id;
sac.creatures = creatures;
sac.creatures[0].first = 0;
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army.
iw.text.addReplacement(count);
iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
cb->showInfoDialog(&iw);
cb->sendAndApply(&sac);
cb->addToSlot(StackLocation(h, slot), crs, count);
}
}
else //there no creatures
{
InfoWindow iw;
iw.text.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit.
iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
iw.player = h->tempOwner;
cb->sendAndApply(&iw);
}
}
else
{
if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines
{
//there is 1 war machine available to recruit if hero doesn't have one
SetAvailableCreatures sac;
sac.tid = id;
sac.creatures = creatures;
sac.creatures[0].first = !h->getArt(ArtifactPosition::MACH1); //ballista
sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent
sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart
cb->sendAndApply(&sac);
}
OpenWindow ow;
ow.id1 = id.getNum();
ow.id2 = h->id.getNum();
ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP)
? OpenWindow::RECRUITMENT_FIRST
: OpenWindow::RECRUITMENT_ALL;
cb->sendAndApply(&ow);
}
}
void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if (result.winner == 0)
{
onHeroVisit(hero);
}
}
void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present
{
if(answer)
cb->startBattleI(hero, this);
}
else if(answer)
{
heroAcceptsCreatures(hero);
}
}
int CGTownInstance::getSightRadious() const //returns sight distance
{
if (subID == ETownType::TOWER)
{
if (hasBuilt(BuildingID::GRAIL)) //skyship
return -1; //entire map
if (hasBuilt(BuildingID::LOOKOUT_TOWER)) //lookout tower
return 20;
}
return 5;
}
void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
{
///this is freakin' overcomplicated solution
switch (what)
{
case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id.getNum());
break;
case ObjProperty::STRUCTURE_CLEAR_VISITORS:
bonusingBuildings[val]->setProperty (ObjProperty::STRUCTURE_CLEAR_VISITORS, 0);
break;
case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id.getNum());
break;
case ObjProperty::BONUS_VALUE_FIRST:
bonusValue.first = val;
break;
case ObjProperty::BONUS_VALUE_SECOND:
bonusValue.second = val;
break;
}
}
CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
{
if (hasBuilt(BuildingID::CASTLE))
return CASTLE;
if (hasBuilt(BuildingID::CITADEL))
return CITADEL;
if (hasBuilt(BuildingID::FORT))
return FORT;
return NONE;
}
int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
{
if (hasBuilt(BuildingID::CAPITOL))
return 3;
if (hasBuilt(BuildingID::CITY_HALL))
return 2;
if (hasBuilt(BuildingID::TOWN_HALL))
return 1;
if (hasBuilt(BuildingID::VILLAGE_HALL))
return 0;
return -1;
}
int CGTownInstance::mageGuildLevel() const
{
if (hasBuilt(BuildingID::MAGES_GUILD_5))
return 5;
if (hasBuilt(BuildingID::MAGES_GUILD_4))
return 4;
if (hasBuilt(BuildingID::MAGES_GUILD_3))
return 3;
if (hasBuilt(BuildingID::MAGES_GUILD_2))
return 2;
if (hasBuilt(BuildingID::MAGES_GUILD_1))
return 1;
return 0;
}
int CGTownInstance::getHordeLevel(const int & HID) const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present
{
return town->hordeLvl.at(HID);
}
int CGTownInstance::creatureGrowth(const int & level) const
{
return getGrowthInfo(level).totalGrowth();
}
GrowthInfo CGTownInstance::getGrowthInfo(int level) const
{
GrowthInfo ret;
if (level<0 || level >=GameConstants::CREATURES_PER_TOWN)
return ret;
if (creatures[level].second.empty())
return ret; //no dwelling
const CCreature *creature = VLC->creh->creatures[creatures[level].second.back()];
const int base = creature->growth;
int castleBonus = 0;
ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[590], base));// \n\nBasic growth %d"
if (hasBuilt(BuildingID::CASTLE))
ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CASTLE, castleBonus = base));
else if (hasBuilt(BuildingID::CITADEL))
ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CITADEL, castleBonus = base / 2));
if(town->hordeLvl.at(0) == level)//horde 1
if(hasBuilt(BuildingID::HORDE_1))
ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_1, creature->hordeGrowth));
if(town->hordeLvl.at(1) == level)//horde 2
if(hasBuilt(BuildingID::HORDE_2))
ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_2, creature->hordeGrowth));
int dwellingBonus = 0;
if(const PlayerState *p = cb->getPlayer(tempOwner, false))
{
for(const CGDwelling *dwelling : p->dwellings)
if(vstd::contains(creatures[level].second, dwelling->creatures[0].second[0]))
dwellingBonus++;
}
if(dwellingBonus)
ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[591], dwellingBonus));// \nExternal dwellings %+d
//other *-of-legion-like bonuses (%d to growth cumulative with grail)
TBonusListPtr bonuses = getBonuses(Selector::type(Bonus::CREATURE_GROWTH).And(Selector::subtype(level)));
for(const Bonus *b : *bonuses)
ret.entries.push_back(GrowthInfo::Entry(b->val, b->Description()));
//statue-of-legion-like bonus: % to base+castle
TBonusListPtr bonuses2 = getBonuses(Selector::type(Bonus::CREATURE_GROWTH_PERCENT));
for(const Bonus *b : *bonuses2)
ret.entries.push_back(GrowthInfo::Entry(b->val * (base + castleBonus) / 100, b->Description()));
if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth
ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::GRAIL, ret.totalGrowth() / 2));
return ret;
}
TResources CGTownInstance::dailyIncome() const
{
TResources ret;
for (auto & p : town->buildings)
{
BuildingID buildingUpgrade;
for (auto & p2 : town->buildings)
{
if (p2.second->upgrade == p.first)
{
buildingUpgrade = p2.first;
}
}
if (!hasBuilt(buildingUpgrade)&&(hasBuilt(p.first)))
{
ret += p.second->produce;
}
}
return ret;
}
bool CGTownInstance::hasFort() const
{
return hasBuilt(BuildingID::FORT);
}
bool CGTownInstance::hasCapitol() const
{
return hasBuilt(BuildingID::CAPITOL);
}
CGTownInstance::CGTownInstance()
:IShipyard(this), IMarket(this), town(nullptr), builded(0), destroyed(0), identifier(0), alignment(0xff)
{
}
CGTownInstance::~CGTownInstance()
{
for (auto & elem : bonusingBuildings)
delete elem;
}
int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const
{
if(checkGuild && mageGuildLevel() < level)
return 0;
int ret = 6 - level; //how many spells are available at this level
if (hasBuilt(BuildingID::LIBRARY, ETownType::TOWER))
ret++;
return ret;
}
bool CGTownInstance::needsLastStack() const
{
if(garrisonHero)
return true;
else return false;
}
void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
{
if( !cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ))//if this is enemy
{
if(armedGarrison() || visitingHero)
{
const CGHeroInstance *defendingHero = nullptr;
const CArmedInstance *defendingArmy = this;
if(visitingHero)
defendingHero = visitingHero;
else if(garrisonHero)
defendingHero = garrisonHero;
if(defendingHero)
defendingArmy = defendingHero;
bool outsideTown = (defendingHero == visitingHero && garrisonHero);
//TODO
//"borrowing" army from garrison to visiting hero
cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (outsideTown ? nullptr : this));
}
else
{
cb->setOwner(this, h->tempOwner);
removeCapitols(h->getOwner());
cb->heroVisitCastle(this, h);
}
}
else if(h->visitablePos() == visitablePos())
{
if (h->commander && !h->commander->alive) //rise commander. TODO: interactive script
{
SetCommanderProperty scp;
scp.heroid = h->id;
scp.which = SetCommanderProperty::ALIVE;
scp.amount = 1;
cb->sendAndApply (&scp);
}
cb->heroVisitCastle(this, h);
}
else
{
logGlobal->errorStream() << h->name << " visits allied town of " << name << " from different pos?";
}
}
void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const
{
//FIXME: find out why this issue appears on random maps
if (visitingHero == h)
{
cb->stopHeroVisitCastle(this, h);
//logGlobal->warnStream() << h->name << " correctly left town " << name;
}
else
logGlobal->warnStream() << "Warning, " << h->name << " tries to leave the town " << name << " but hero is not inside.";
}
std::string CGTownInstance::getObjectName() const
{
return name + ", " + town->faction->name;
}
void CGTownInstance::initObj()
///initialize town structures
{
blockVisit = true;
if (subID == ETownType::DUNGEON)
creatures.resize(GameConstants::CREATURES_PER_TOWN+1);//extra dwelling for Dungeon
else
creatures.resize(GameConstants::CREATURES_PER_TOWN);
for (int level = 0; level < GameConstants::CREATURES_PER_TOWN; level++)
{
BuildingID buildID = BuildingID(BuildingID::DWELL_FIRST).advance(level);
int upgradeNum = 0;
for (; town->buildings.count(buildID); upgradeNum++, buildID.advance(GameConstants::CREATURES_PER_TOWN))
{
if (hasBuilt(buildID) && town->creatures.at(level).size() > upgradeNum)
creatures[level].second.push_back(town->creatures[level][upgradeNum]);
}
}
switch (subID)
{ //add new visitable objects
case 0:
bonusingBuildings.push_back (new COPWBonus(BuildingID::STABLES, this));
break;
case 5:
bonusingBuildings.push_back (new COPWBonus(BuildingID::MANA_VORTEX, this));
//fallthrough
case 2: case 3: case 6:
bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_4, this));
break;
case 7:
bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_1, this));
break;
}
//add special bonuses from buildings
recreateBuildingsBonuses();
updateAppearance();
}
void CGTownInstance::newTurn() const
{
if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week
{
auto & rand = cb->gameState()->getRandomGenerator();
//give resources for Rampart, Mystic Pond
if (hasBuilt(BuildingID::MYSTIC_POND, ETownType::RAMPART)
&& cb->getDate(Date::DAY) != 1 && (tempOwner < PlayerColor::PLAYER_LIMIT))
{
int resID = rand.nextInt(2, 5); //bonus to random rare resource
resID = (resID==2)?1:resID;
int resVal = rand.nextInt(1, 4);//with size 1..4
cb->giveResource(tempOwner, static_cast<Res::ERes>(resID), resVal);
cb->setObjProperty (id, ObjProperty::BONUS_VALUE_FIRST, resID);
cb->setObjProperty (id, ObjProperty::BONUS_VALUE_SECOND, resVal);
}
if ( subID == ETownType::DUNGEON )
for (auto & elem : bonusingBuildings)
{
if ((elem)->ID == BuildingID::MANA_VORTEX)
cb->setObjProperty (id, ObjProperty::STRUCTURE_CLEAR_VISITORS, (elem)->id); //reset visitors for Mana Vortex
}
if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
{
std::vector<SlotID> nativeCrits; //slots
for (auto & elem : Slots())
{
if (elem.second->type->faction == subID) //native
{
nativeCrits.push_back(elem.first); //collect matching slots
}
}
if (nativeCrits.size())
{
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->growth);
}
else //upgrade
{
cb->changeStackType(sl, VLC->creh->creatures[*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->creh->creatures[c]->growth;
{//no lower tiers or above current month
if ((n = getSlotFor(c)).validSlot())
{
StackLocation sl(this, n);
if (slotEmpty(n))
cb->insertNewStack(sl, VLC->creh->creatures[c], count);
else //add to existing
cb->changeStackCount(sl, count);
}
}
}
}
}
}
}
/*
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;
if (cb->getPlayerRelations(tempOwner, color) != PlayerRelations::ENEMIES)
return true;
return false;
}
void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const
{
offsets = {int3(-1,2,0), int3(-3,2,0)};
}
void CGTownInstance::removeCapitols (PlayerColor owner) const
{
if (hasCapitol()) // search if there's an older capitol
{
PlayerState* state = cb->gameState()->getPlayer (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;
}
}
}
}
int CGTownInstance::getBoatType() const
{
switch (town->faction->alignment)
{
case EAlignment::EVIL : return 0;
case EAlignment::GOOD : return 1;
case EAlignment::NEUTRAL : return 2;
}
assert(0);
return -1;
}
int CGTownInstance::getMarketEfficiency() const
{
if (!hasBuilt(BuildingID::MARKETPLACE))
return 0;
const PlayerState *p = cb->getPlayer(tempOwner);
assert(p);
int marketCount = 0;
for(const CGTownInstance *t : p->towns)
if(t->hasBuilt(BuildingID::MARKETPLACE))
marketCount++;
return marketCount;
}
bool CGTownInstance::allowsTrade(EMarketMode::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(BuildingID::ARTIFACT_MERCHANT, ETownType::TOWER)
|| hasBuilt(BuildingID::ARTIFACT_MERCHANT, ETownType::DUNGEON)
|| hasBuilt(BuildingID::ARTIFACT_MERCHANT, ETownType::CONFLUX);
case EMarketMode::CREATURE_RESOURCE:
return hasBuilt(BuildingID::FREELANCERS_GUILD, ETownType::STRONGHOLD);
case EMarketMode::CREATURE_UNDEAD:
return hasBuilt(BuildingID::SKELETON_TRANSFORMER, ETownType::NECROPOLIS);
case EMarketMode::RESOURCE_SKILL:
return hasBuilt(BuildingID::MAGIC_UNIVERSITY, ETownType::CONFLUX);
default:
assert(0);
return false;
}
}
std::vector<int> CGTownInstance::availableItemsIds(EMarketMode::EMarketMode mode) const
{
if(mode == EMarketMode::RESOURCE_ARTIFACT)
{
std::vector<int> ret;
for(const CArtifact *a : merchantArtifacts)
if(a)
ret.push_back(a->id);
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->factions[subID]->town;
randomizeArmy(subID);
updateAppearance();
}
void CGTownInstance::updateAppearance()
{
//FIXME: not the best way to do this
auto app = VLC->objtypeh->getHandlerFor(ID, subID)->getOverride(cb->gameState()->getTile(visitablePos())->terType, this);
if (app)
appearance = app.get();
}
std::string CGTownInstance::nodeName() const
{
return "Town (" + (town ? town->faction->name : "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()
{
Bonus *b = getBonusList().getFirst(Selector::sourceType(Bonus::ARMY).And(Selector::type(Bonus::MORALE)));
if(!b)
{
b = new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);
addNewBonus(b);
}
if (garrisonHero)
b->val = 0;
else
CArmedInstance::updateMoraleBonusFromArmy();
}
void CGTownInstance::recreateBuildingsBonuses()
{
static TPropagatorPtr playerProp(new CPropagatorNodeType(PLAYER));
BonusList bl;
getExportedBonusList().getBonuses(bl, Selector::sourceType(Bonus::TOWN_STRUCTURE));
for(Bonus *b : bl)
removeBonus(b);
//tricky! -> checks tavern only if no bratherhood of sword or not a castle
if(subID != ETownType::CASTLE || !addBonusIfBuilt(BuildingID::BROTHERHOOD, Bonus::MORALE, +2))
addBonusIfBuilt(BuildingID::TAVERN, Bonus::MORALE, +1);
if(subID == ETownType::CASTLE) //castle
{
addBonusIfBuilt(BuildingID::LIGHTHOUSE, Bonus::SEA_MOVEMENT, +500, playerProp);
addBonusIfBuilt(BuildingID::GRAIL, Bonus::MORALE, +2, playerProp); //colossus
}
else if(subID == ETownType::RAMPART) //rampart
{
addBonusIfBuilt(BuildingID::FOUNTAIN_OF_FORTUNE, Bonus::LUCK, +2); //fountain of fortune
addBonusIfBuilt(BuildingID::GRAIL, Bonus::LUCK, +2, playerProp); //guardian spirit
}
else if(subID == ETownType::TOWER) //tower
{
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +15, PrimarySkill::KNOWLEDGE); //grail
}
else if(subID == ETownType::INFERNO) //Inferno
{
addBonusIfBuilt(BuildingID::STORMCLOUDS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER); //Brimstone Clouds
}
else if(subID == ETownType::NECROPOLIS) //necropolis
{
addBonusIfBuilt(BuildingID::COVER_OF_DARKNESS, Bonus::DARKNESS, +20);
addBonusIfBuilt(BuildingID::NECROMANCY_AMPLIFIER, Bonus::SECONDARY_SKILL_PREMY, +10, playerProp, SecondarySkill::NECROMANCY); //necromancy amplifier
addBonusIfBuilt(BuildingID::GRAIL, Bonus::SECONDARY_SKILL_PREMY, +20, playerProp, SecondarySkill::NECROMANCY); //Soul prison
}
else if(subID == ETownType::DUNGEON) //Dungeon
{
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +12, PrimarySkill::SPELL_POWER); //grail
}
else if(subID == ETownType::STRONGHOLD) //Stronghold
{
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +20, PrimarySkill::ATTACK); //grail
}
else if(subID == ETownType::FORTRESS) //Fortress
{
addBonusIfBuilt(BuildingID::GLYPHS_OF_FEAR, Bonus::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE); //Glyphs of Fear
addBonusIfBuilt(BuildingID::BLOOD_OBELISK, Bonus::PRIMARY_SKILL, +2, PrimarySkill::ATTACK); //Blood Obelisk
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::ATTACK); //grail
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::DEFENSE); //grail
}
else if(subID == ETownType::CONFLUX)
{
}
}
bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype /*= -1*/)
{
static auto emptyPropagator = TPropagatorPtr();
return addBonusIfBuilt(building, type, val, emptyPropagator, subtype);
}
bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr & prop, int subtype /*= -1*/)
{
if(hasBuilt(building))
{
std::ostringstream descr;
descr << town->buildings.at(building)->Name() << " ";
if(val > 0)
descr << "+";
else if(val < 0)
descr << "-";
descr << val;
Bonus *b = new Bonus(Bonus::PERMANENT, type, Bonus::TOWN_STRUCTURE, val, building, descr.str(), subtype);
if(prop)
b->addPropagator(prop);
addNewBonus(b);
return true;
}
return false;
}
void CGTownInstance::setVisitingHero(CGHeroInstance *h)
{
//if (!(!!visitingHero == !h))
//{
// logGlobal->warnStream() << boost::format("Hero visiting town %s is %s ") % name % (visitingHero.get() ? visitingHero->name : "NULL");
// logGlobal->warnStream() << boost::format("New hero will be %s ") % (h ? h->name : "NULL");
//
//}
assert(!!visitingHero == !h);
if(h)
{
PlayerState *p = cb->gameState()->getPlayer(h->tempOwner);
assert(p);
h->detachFrom(p);
h->attachTo(&townAndVis);
visitingHero = h;
h->visitedTown = this;
h->inTownGarrison = false;
}
else
{
PlayerState *p = cb->gameState()->getPlayer(visitingHero->tempOwner);
visitingHero->visitedTown = nullptr;
visitingHero->detachFrom(&townAndVis);
visitingHero->attachTo(p);
visitingHero = nullptr;
}
}
void CGTownInstance::setGarrisonedHero(CGHeroInstance *h)
{
assert(!!garrisonHero == !h);
if(h)
{
PlayerState *p = cb->gameState()->getPlayer(h->tempOwner);
assert(p);
h->detachFrom(p);
h->attachTo(this);
garrisonHero = h;
h->visitedTown = this;
h->inTownGarrison = true;
}
else
{
PlayerState *p = cb->gameState()->getPlayer(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 stacksCount() || garrisonHero;
}
int CGTownInstance::getTownLevel() const
{
// count all buildings that are not upgrades
return boost::range::count_if(builtBuildings, [&](const BuildingID & build)
{
return town->buildings.at(build) && town->buildings.at(build)->upgrade == -1;
});
}
CBonusSystemNode * CGTownInstance::whatShouldBeAttached()
{
return &townAndVis;
}
const CArmedInstance * CGTownInstance::getUpperArmy() const
{
if(garrisonHero)
return garrisonHero;
return this;
}
bool CGTownInstance::hasBuilt(BuildingID buildingID, int townID) const
{
if (townID == town->faction->index || townID == ETownType::ANY)
return hasBuilt(buildingID);
return false;
}
bool CGTownInstance::hasBuilt(BuildingID buildingID) const
{
return vstd::contains(builtBuildings, buildingID);
}
CBuilding::TRequired CGTownInstance::genBuildingRequirements(BuildingID buildID, bool includeUpgrade) const
{
const CBuilding * building = town->buildings.at(buildID);
std::function<CBuilding::TRequired::Variant(const BuildingID &)> dependTest =
[&](const BuildingID & id) -> CBuilding::TRequired::Variant
{
const CBuilding * build = town->buildings.at(id);
if (!hasBuilt(id))
return id;
if (build->upgrade != BuildingID::NONE && !hasBuilt(build->upgrade))
return build->upgrade;
return build->requirements.morph(dependTest);
};
CBuilding::TRequired::OperatorAll requirements;
if (building->upgrade != BuildingID::NONE)
{
const CBuilding * upgr = town->buildings.at(building->upgrade);
if (includeUpgrade)
requirements.expressions.push_back(upgr->bid);
requirements.expressions.push_back(upgr->requirements.morph(dependTest));
}
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, si32 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->errorStream() << "Cannot add hero " << h->name << " to visitors of structure #" << structureInstanceID;
assert(0);
}
}
void CGTownInstance::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == 0)
{
removeCapitols(hero->getOwner());
cb->setOwner (this, hero->tempOwner); //give control after checkout is done
FoWChange fw;
fw.player = hero->tempOwner;
fw.mode = 1;
cb->getTilesInRange(fw.tiles, getSightCenter(), getSightRadious(), tempOwner, 1);
cb->sendAndApply (&fw);
}
}
COPWBonus::COPWBonus (BuildingID index, CGTownInstance *TOWN)
{
ID = index;
town = TOWN;
id = town->bonusingBuildings.size();
}
void COPWBonus::setProperty(ui8 what, ui32 val)
{
switch (what)
{
case ObjProperty::VISITORS:
visitors.insert(val);
break;
case ObjProperty::STRUCTURE_CLEAR_VISITORS:
visitors.clear();
break;
}
}
void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
{
ObjectInstanceID heroID = h->id;
if (town->hasBuilt(ID))
{
InfoWindow iw;
iw.player = h->tempOwner;
switch (town->subID)
{
case ETownType::CASTLE: //Stables
if (!h->hasBonusFrom(Bonus::OBJECT, Obj::STABLES)) //does not stack with advMap Stables
{
GiveBonus gb;
gb.bonus = Bonus(Bonus::ONE_WEEK, Bonus::LAND_MOVEMENT, Bonus::OBJECT, 600, 94, VLC->generaltexth->arraytxt[100]);
gb.id = heroID.getNum();
cb->giveHeroBonus(&gb);
iw.text << VLC->generaltexth->allTexts[580];
cb->showInfoDialog(&iw);
}
break;
case ETownType::DUNGEON: //Mana Vortex
if (visitors.empty() && h->mana <= h->manaLimit() * 2)
{
cb->setManaPoints (heroID, 2 * h->manaLimit());
//TODO: investigate line below
//cb->setObjProperty (town->id, ObjProperty::VISITED, true);
iw.text << VLC->generaltexth->allTexts[579];
cb->showInfoDialog(&iw);
town->addHeroToStructureVisitors(h, id);
}
break;
}
}
}
CTownBonus::CTownBonus (BuildingID index, CGTownInstance *TOWN)
{
ID = index;
town = TOWN;
id = town->bonusingBuildings.size();
}
void CTownBonus::setProperty (ui8 what, ui32 val)
{
if(what == ObjProperty::VISITORS)
visitors.insert(ObjectInstanceID(val));
}
void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
{
ObjectInstanceID heroID = h->id;
if (town->hasBuilt(ID) && visitors.find(heroID) == visitors.end())
{
InfoWindow iw;
PrimarySkill::PrimarySkill what = PrimarySkill::ATTACK;
int val=0, mid=0;
switch (ID)
{
case BuildingID::SPECIAL_4:
switch(town->subID)
{
case ETownType::TOWER: //wall
what = PrimarySkill::KNOWLEDGE;
val = 1;
mid = 581;
iw.components.push_back (Component(Component::PRIM_SKILL, 3, 1, 0));
break;
case ETownType::INFERNO: //order of fire
what = PrimarySkill::SPELL_POWER;
val = 1;
mid = 582;
iw.components.push_back (Component(Component::PRIM_SKILL, 2, 1, 0));
break;
case ETownType::STRONGHOLD://hall of Valhalla
what = PrimarySkill::ATTACK;
val = 1;
mid = 584;
iw.components.push_back (Component(Component::PRIM_SKILL, 0, 1, 0));
break;
case ETownType::DUNGEON://academy of battle scholars
what = PrimarySkill::EXPERIENCE;
val = h->calculateXp(1000);
mid = 583;
iw.components.push_back (Component(Component::EXPERIENCE, 0, val, 0));
break;
}
break;
case BuildingID::SPECIAL_1:
switch(town->subID)
{
case ETownType::FORTRESS: //cage of warlords
what = PrimarySkill::DEFENSE;
val = 1;
mid = 585;
iw.components.push_back (Component(Component::PRIM_SKILL, 1, 1, 0));
break;
}
break;
}
assert(mid);
iw.player = cb->getOwner(heroID);
iw.text << VLC->generaltexth->allTexts[mid];
cb->showInfoDialog(&iw);
cb->changePrimSkill (cb->getHero(heroID), what, val);
town->addHeroToStructureVisitors(h, id);
}
}
GrowthInfo::Entry::Entry(const std::string &format, int _count)
: count(_count)
{
description = boost::str(boost::format(format) % count);
}
GrowthInfo::Entry::Entry(int subID, BuildingID building, int _count)
: count(_count)
{
description = boost::str(boost::format("%s %+d") % VLC->townh->factions[subID]->town->buildings.at(building)->Name() % count);
}
GrowthInfo::Entry::Entry(int _count, const std::string &fullDescription)
: count(_count)
{
description = fullDescription;
}
CTownAndVisitingHero::CTownAndVisitingHero()
{
setNodeType(TOWN_AND_VISITOR);
}
int GrowthInfo::totalGrowth() const
{
int ret = 0;
for(const Entry &entry : entries)
ret += entry.count;
return ret;
}