mirror of
https://github.com/vcmi/vcmi.git
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8b964be71f
Code refactor and fix condition bug
1875 lines
49 KiB
C++
1875 lines
49 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 "CObjectClassesHandler.h"
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#include "../spells/CSpellHandler.h"
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#include "../NetPacks.h"
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#include "../CGeneralTextHandler.h"
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#include "../CModHandler.h"
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#include "../IGameCallback.h"
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#include "../CGameState.h"
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#include "../mapping/CMap.h"
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#include "../CPlayerState.h"
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#include "../serializer/JsonSerializeFormat.h"
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#include "../HeroBonus.h"
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VCMI_LIB_NAMESPACE_BEGIN
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std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
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std::vector<int> CGTownInstance::universitySkills;
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CSpecObjInfo::CSpecObjInfo():
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owner(nullptr)
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{
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}
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CCreGenAsCastleInfo::CCreGenAsCastleInfo():
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CSpecObjInfo(), asCastle(false),identifier(0)
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{
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}
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void CCreGenAsCastleInfo::serializeJson(JsonSerializeFormat & handler)
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{
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handler.serializeString("sameAsTown", instanceId);
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if(!handler.saving)
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{
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asCastle = !instanceId.empty();
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allowedFactions.clear();
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}
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if(!asCastle)
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{
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std::vector<bool> standard;
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standard.resize(VLC->townh->size(), true);
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JsonSerializeFormat::LIC allowedLIC(standard, &FactionID::decode, &FactionID::encode);
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allowedLIC.any = allowedFactions;
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handler.serializeLIC("allowedFactions", allowedLIC);
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if(!handler.saving)
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{
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allowedFactions = allowedLIC.any;
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}
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}
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}
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CCreGenLeveledInfo::CCreGenLeveledInfo():
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CSpecObjInfo(),
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minLevel(0), maxLevel(7)
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{
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}
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void CCreGenLeveledInfo::serializeJson(JsonSerializeFormat & handler)
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{
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handler.serializeInt("minLevel", minLevel, ui8(1));
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handler.serializeInt("maxLevel", maxLevel, ui8(7));
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if(!handler.saving)
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{
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//todo: safely allow any level > 7
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vstd::amax(minLevel, 1);
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vstd::amin(minLevel, 7);
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vstd::abetween(maxLevel, minLevel, 7);
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}
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}
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void CCreGenLeveledCastleInfo::serializeJson(JsonSerializeFormat & handler)
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{
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CCreGenAsCastleInfo::serializeJson(handler);
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CCreGenLeveledInfo::serializeJson(handler);
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}
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CGDwelling::CGDwelling():
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CArmedInstance()
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{
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info = nullptr;
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}
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CGDwelling::~CGDwelling()
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{
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vstd::clear_pointer(info);
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}
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void CGDwelling::initObj(CRandomGenerator & rand)
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{
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switch(ID)
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{
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case Obj::CREATURE_GENERATOR1:
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case Obj::CREATURE_GENERATOR4:
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{
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VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand);
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if (getOwner() != PlayerColor::NEUTRAL)
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cb->gameState()->players[getOwner()].dwellings.push_back (this);
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assert(!creatures.empty());
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assert(!creatures[0].second.empty());
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break;
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}
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case Obj::REFUGEE_CAMP:
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//is handled within newturn func
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break;
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case Obj::WAR_MACHINE_FACTORY:
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creatures.resize(3);
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creatures[0].second.push_back(CreatureID::BALLISTA);
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creatures[1].second.push_back(CreatureID::FIRST_AID_TENT);
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creatures[2].second.push_back(CreatureID::AMMO_CART);
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break;
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default:
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assert(0);
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break;
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}
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}
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void CGDwelling::initRandomObjectInfo()
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{
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vstd::clear_pointer(info);
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switch(ID)
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{
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case Obj::RANDOM_DWELLING: info = new CCreGenLeveledCastleInfo();
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break;
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case Obj::RANDOM_DWELLING_LVL: info = new CCreGenAsCastleInfo();
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break;
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case Obj::RANDOM_DWELLING_FACTION: info = new CCreGenLeveledInfo();
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break;
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}
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if(info)
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info->owner = this;
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}
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void CGDwelling::setPropertyDer(ui8 what, ui32 val)
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{
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switch (what)
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{
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case ObjProperty::OWNER: //change owner
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if (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR2
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|| ID == Obj::CREATURE_GENERATOR3 || ID == Obj::CREATURE_GENERATOR4)
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{
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if (tempOwner != PlayerColor::NEUTRAL)
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{
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std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;
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dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));
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}
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if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral?
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cb->gameState()->players[PlayerColor(val)].dwellings.push_back (this);
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}
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break;
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case ObjProperty::AVAILABLE_CREATURE:
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creatures.resize(1);
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creatures[0].second.resize(1);
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creatures[0].second[0] = CreatureID(val);
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break;
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}
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}
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void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
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{
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if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres
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{
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InfoWindow iw;
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iw.player = h->tempOwner;
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iw.text.addTxt(MetaString::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week.
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iw.text.addReplacement(MetaString::OBJ_NAMES, ID);
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cb->sendAndApply(&iw);
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return;
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}
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PlayerRelations::PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );
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if ( relations == PlayerRelations::ALLIES )
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return;//do not allow recruiting or capturing
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if( !relations && stacksCount() > 0) //object is guarded, owned by enemy
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{
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BlockingDialog bd(true,false);
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bd.player = h->tempOwner;
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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?
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bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
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bd.text.addReplacement(MetaString::ARRAY_TXT, 173 + Slots().begin()->second->getQuantityID()*3);
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bd.text.addReplacement(*Slots().begin()->second);
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cb->showBlockingDialog(&bd);
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return;
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}
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// TODO this shouldn't be hardcoded
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if(!relations && ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP)
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{
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cb->setOwner(this, h->tempOwner);
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}
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BlockingDialog bd (true,false);
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bd.player = h->tempOwner;
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if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4)
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{
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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?
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bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
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for(auto & elem : creatures)
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bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
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}
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else if(ID == Obj::REFUGEE_CAMP)
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{
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bd.text.addTxt(MetaString::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
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bd.text.addReplacement(MetaString::OBJ_NAMES, ID);
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for(auto & elem : creatures)
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bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
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}
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else if(ID == Obj::WAR_MACHINE_FACTORY)
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bd.text.addTxt(MetaString::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?
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else
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throw std::runtime_error("Illegal dwelling!");
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cb->showBlockingDialog(&bd);
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}
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void CGDwelling::newTurn(CRandomGenerator & rand) const
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{
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if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week
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return;
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//town growths and War Machines Factories are handled separately
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if(ID == Obj::TOWN || ID == Obj::WAR_MACHINE_FACTORY)
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return;
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if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature
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{
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cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster(rand));
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}
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bool change = false;
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SetAvailableCreatures sac;
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sac.creatures = creatures;
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sac.tid = id;
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for (size_t i = 0; i < creatures.size(); i++)
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{
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if(creatures[i].second.size())
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{
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CCreature *cre = VLC->creh->objects[creatures[i].second[0]];
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TQuantity amount = cre->growth * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
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if (VLC->modh->settings.DWELLINGS_ACCUMULATE_CREATURES && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures
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sac.creatures[i].first += amount;
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else
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sac.creatures[i].first = amount;
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change = true;
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}
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}
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if(change)
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cb->sendAndApply(&sac);
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updateGuards();
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}
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void CGDwelling::updateGuards() const
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{
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//TODO: store custom guard config and use it
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//TODO: store boolean flag for guards
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bool guarded = false;
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//default condition - creatures are of level 5 or higher
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for (auto creatureEntry : creatures)
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{
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if (VLC->creh->objects[creatureEntry.second.at(0)]->level >= 5 && ID != Obj::REFUGEE_CAMP)
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{
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guarded = true;
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break;
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}
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}
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if (guarded)
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{
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for (auto creatureEntry : creatures)
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{
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const CCreature * crea = VLC->creh->objects[creatureEntry.second.at(0)];
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SlotID slot = getSlotFor(crea->idNumber);
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if (hasStackAtSlot(slot)) //stack already exists, overwrite it
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{
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ChangeStackCount csc;
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csc.army = this->id;
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csc.slot = slot;
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csc.count = crea->growth * 3;
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csc.absoluteValue = true;
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cb->sendAndApply(&csc);
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}
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else //slot is empty, create whole new stack
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{
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InsertNewStack ns;
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ns.army = this->id;
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ns.slot = slot;
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ns.type = crea->idNumber;
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ns.count = crea->growth * 3;
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cb->sendAndApply(&ns);
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}
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}
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}
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}
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void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
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{
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CreatureID crid = creatures[0].second[0];
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CCreature *crs = VLC->creh->objects[crid];
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TQuantity count = creatures[0].first;
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if(crs->level == 1 && ID != Obj::REFUGEE_CAMP) //first level - creatures are for free
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{
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if(count) //there are available creatures
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{
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SlotID slot = h->getSlotFor(crid);
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if(!slot.validSlot()) //no available slot
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{
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InfoWindow iw;
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iw.player = h->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
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iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
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cb->showInfoDialog(&iw);
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}
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else //give creatures
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{
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SetAvailableCreatures sac;
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sac.tid = id;
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sac.creatures = creatures;
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sac.creatures[0].first = 0;
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InfoWindow iw;
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iw.player = h->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army.
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iw.text.addReplacement(count);
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iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
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cb->showInfoDialog(&iw);
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cb->sendAndApply(&sac);
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cb->addToSlot(StackLocation(h, slot), crs, count);
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}
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}
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else //there no creatures
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{
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InfoWindow iw;
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iw.text.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit.
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iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
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iw.player = h->tempOwner;
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cb->sendAndApply(&iw);
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}
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}
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else
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{
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if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines
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{
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//there is 1 war machine available to recruit if hero doesn't have one
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SetAvailableCreatures sac;
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sac.tid = id;
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sac.creatures = creatures;
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sac.creatures[0].first = !h->getArt(ArtifactPosition::MACH1); //ballista
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sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent
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sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart
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cb->sendAndApply(&sac);
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}
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OpenWindow ow;
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ow.id1 = id.getNum();
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ow.id2 = h->id.getNum();
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ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP)
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? OpenWindow::RECRUITMENT_FIRST
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: OpenWindow::RECRUITMENT_ALL;
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cb->sendAndApply(&ow);
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}
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}
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void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
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{
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if (result.winner == 0)
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{
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onHeroVisit(hero);
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}
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}
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void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
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{
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auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
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if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present
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{
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if(answer)
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cb->startBattleI(hero, this);
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}
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else if(answer)
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{
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heroAcceptsCreatures(hero);
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}
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}
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void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
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{
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if(!handler.saving)
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initRandomObjectInfo();
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switch (ID)
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{
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case Obj::WAR_MACHINE_FACTORY:
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case Obj::REFUGEE_CAMP:
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//do nothing
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break;
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case Obj::RANDOM_DWELLING:
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case Obj::RANDOM_DWELLING_LVL:
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case Obj::RANDOM_DWELLING_FACTION:
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info->serializeJson(handler);
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//fall through
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default:
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serializeJsonOwner(handler);
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break;
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}
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}
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int CGTownInstance::getSightRadius() const //returns sight distance
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{
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auto ret = CBuilding::HEIGHT_NO_TOWER;
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for(const auto & bid : builtBuildings)
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{
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if(bid.IsSpecialOrGrail())
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{
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auto height = town->buildings.at(bid)->height;
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if(ret < height)
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ret = height;
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}
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}
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return ret;
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}
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void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
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{
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///this is freakin' overcomplicated solution
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switch (what)
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{
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case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
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bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id.getNum());
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break;
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case ObjProperty::STRUCTURE_CLEAR_VISITORS:
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bonusingBuildings[val]->setProperty (ObjProperty::STRUCTURE_CLEAR_VISITORS, 0);
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break;
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case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
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bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id.getNum());
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break;
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case ObjProperty::BONUS_VALUE_FIRST:
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bonusValue.first = val;
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break;
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case ObjProperty::BONUS_VALUE_SECOND:
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bonusValue.second = val;
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break;
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}
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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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{
|
|
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->objects[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->getPlayerState(tempOwner, false))
|
|
{
|
|
dwellingBonus = getDwellingBonus(creatures[level].second, p->dwellings);
|
|
}
|
|
|
|
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)
|
|
TConstBonusListPtr bonuses = getBonuses(Selector::type()(Bonus::CREATURE_GROWTH).And(Selector::subtype()(level)));
|
|
for(const auto & b : *bonuses)
|
|
ret.entries.push_back(GrowthInfo::Entry(b->val, b->Description()));
|
|
|
|
//statue-of-legion-like bonus: % to base+castle
|
|
TConstBonusListPtr bonuses2 = getBonuses(Selector::type()(Bonus::CREATURE_GROWTH_PERCENT));
|
|
for(const auto & 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;
|
|
}
|
|
|
|
int CGTownInstance::getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<ConstTransitivePtr<CGDwelling> >& dwellings) const
|
|
{
|
|
int totalBonus = 0;
|
|
for (const auto& dwelling : dwellings)
|
|
{
|
|
for (const auto& creature : dwelling->creatures)
|
|
{
|
|
totalBonus += vstd::contains(creatureIds, creature.second[0]) ? 1 : 0;
|
|
}
|
|
}
|
|
return totalBonus;
|
|
}
|
|
|
|
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()
|
|
:CGDwelling(), IShipyard(this), IMarket(this), town(nullptr), builded(0), destroyed(0), identifier(0), alignment(0xff)
|
|
{
|
|
this->setNodeType(CBonusSystemNode::TOWN);
|
|
}
|
|
|
|
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(BuildingSubID::LIBRARY))
|
|
ret++;
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CGTownInstance::needsLastStack() const
|
|
{
|
|
if(garrisonHero)
|
|
return true;
|
|
else return false;
|
|
}
|
|
|
|
void CGTownInstance::setOwner(const PlayerColor player) const
|
|
{
|
|
removeCapitols(player);
|
|
cb->setOwner(this, player);
|
|
}
|
|
|
|
void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
|
|
{
|
|
if(!cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ))//if this is enemy
|
|
{
|
|
if(armedGarrison() || visitingHero)
|
|
{
|
|
const CGHeroInstance * defendingHero = visitingHero ? visitingHero : garrisonHero;
|
|
const CArmedInstance * defendingArmy = defendingHero ? (CArmedInstance *)defendingHero : this;
|
|
const bool isBattleOutside = isBattleOutsideTown(defendingHero);
|
|
|
|
if(!isBattleOutside && visitingHero && defendingHero == visitingHero)
|
|
{
|
|
//we have two approaches to merge armies: mergeGarrisonOnSiege() and used in the CGameHandler::garrisonSwap(ObjectInstanceID tid)
|
|
auto nodeSiege = defendingHero->whereShouldBeAttachedOnSiege(isBattleOutside);
|
|
|
|
if(nodeSiege == (CBonusSystemNode *)this)
|
|
cb->swapGarrisonOnSiege(this->id);
|
|
|
|
const_cast<CGHeroInstance *>(defendingHero)->inTownGarrison = false; //hack to return visitor from garrison after battle
|
|
}
|
|
cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (isBattleOutside ? nullptr : this));
|
|
}
|
|
else
|
|
{
|
|
auto heroColor = h->getOwner();
|
|
onTownCaptured(heroColor);
|
|
|
|
if(cb->gameState()->getPlayerStatus(heroColor) == EPlayerStatus::WINNER)
|
|
{
|
|
return; //we just won game, we do not need to perform any extra actions
|
|
//TODO: check how does H3 behave, visiting town on victory can affect campaigns (spells learned, +1 stat building visited)
|
|
}
|
|
cb->heroVisitCastle(this, h);
|
|
}
|
|
}
|
|
else if(h->visitablePos() == visitablePos())
|
|
{
|
|
bool commander_recover = h->commander && !h->commander->alive;
|
|
if (commander_recover) // rise commander from dead
|
|
{
|
|
SetCommanderProperty scp;
|
|
scp.heroid = h->id;
|
|
scp.which = SetCommanderProperty::ALIVE;
|
|
scp.amount = 1;
|
|
cb->sendAndApply(&scp);
|
|
}
|
|
cb->heroVisitCastle(this, h);
|
|
// TODO(vmarkovtsev): implement payment for rising the commander
|
|
if (commander_recover) // info window about commander
|
|
{
|
|
InfoWindow iw;
|
|
iw.player = h->tempOwner;
|
|
iw.text << h->commander->getName();
|
|
iw.components.push_back(Component(*h->commander));
|
|
cb->showInfoDialog(&iw);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
logGlobal->error("%s visits allied town of %s from different pos?", h->name, name);
|
|
}
|
|
}
|
|
|
|
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->trace("%s correctly left town %s", h->name, name);
|
|
}
|
|
else
|
|
logGlobal->warn("Warning, %s tries to leave the town %s but hero is not inside.", h->name, name);
|
|
}
|
|
|
|
std::string CGTownInstance::getObjectName() const
|
|
{
|
|
return name + ", " + town->faction->name;
|
|
}
|
|
|
|
bool CGTownInstance::townEnvisagesBuilding(BuildingSubID::EBuildingSubID subId) const
|
|
{
|
|
return town->getBuildingType(subId) != BuildingID::NONE;
|
|
}
|
|
|
|
void CGTownInstance::initOverriddenBids()
|
|
{
|
|
for(const auto & bid : builtBuildings)
|
|
{
|
|
auto & overrideThem = town->buildings.at(bid)->overrideBids;
|
|
|
|
for(auto & overrideIt : overrideThem)
|
|
overriddenBuildings.insert(overrideIt);
|
|
}
|
|
}
|
|
|
|
bool CGTownInstance::isBonusingBuildingAdded(BuildingID::EBuildingID bid) const
|
|
{
|
|
auto present = std::find_if(bonusingBuildings.begin(), bonusingBuildings.end(), [&](CGTownBuilding* building)
|
|
{
|
|
return building->getBuildingType().num == bid;
|
|
});
|
|
|
|
return present != bonusingBuildings.end();
|
|
}
|
|
|
|
//it does not check hasBuilt because this check is in the OnHeroVisit handler
|
|
void CGTownInstance::tryAddOnePerWeekBonus(BuildingSubID::EBuildingSubID subID)
|
|
{
|
|
auto bid = town->getBuildingType(subID);
|
|
|
|
if(bid != BuildingID::NONE && !isBonusingBuildingAdded(bid))
|
|
bonusingBuildings.push_back(new COPWBonus(bid, subID, this));
|
|
}
|
|
|
|
void CGTownInstance::tryAddVisitingBonus(BuildingSubID::EBuildingSubID subID)
|
|
{
|
|
auto bid = town->getBuildingType(subID);
|
|
|
|
if(bid != BuildingID::NONE && !isBonusingBuildingAdded(bid))
|
|
bonusingBuildings.push_back(new CTownBonus(bid, subID, this));
|
|
}
|
|
|
|
void CGTownInstance::addTownBonuses()
|
|
{
|
|
for(const auto & kvp : town->buildings)
|
|
{
|
|
if(vstd::contains(overriddenBuildings, kvp.first))
|
|
continue;
|
|
|
|
if(kvp.second->IsVisitingBonus())
|
|
bonusingBuildings.push_back(new CTownBonus(kvp.second->bid, kvp.second->subId, this));
|
|
|
|
if(kvp.second->IsWeekBonus())
|
|
bonusingBuildings.push_back(new COPWBonus(kvp.second->bid, kvp.second->subId, this));
|
|
}
|
|
}
|
|
|
|
void CGTownInstance::deleteTownBonus(BuildingID::EBuildingID bid)
|
|
{
|
|
size_t i = 0;
|
|
CGTownBuilding * freeIt = nullptr;
|
|
|
|
for(i = 0; i != bonusingBuildings.size(); i++)
|
|
{
|
|
if(bonusingBuildings[i]->getBuildingType() == bid)
|
|
{
|
|
freeIt = bonusingBuildings[i];
|
|
break;
|
|
}
|
|
}
|
|
if(freeIt == nullptr)
|
|
return;
|
|
|
|
auto building = town->buildings.at(bid);
|
|
auto isVisitingBonus = building->IsVisitingBonus();
|
|
auto isWeekBonus = building->IsWeekBonus();
|
|
|
|
if(!isVisitingBonus && !isWeekBonus)
|
|
return;
|
|
|
|
bonusingBuildings.erase(bonusingBuildings.begin() + i);
|
|
|
|
if(isVisitingBonus)
|
|
delete (CTownBonus *)freeIt;
|
|
else if(isWeekBonus)
|
|
delete (COPWBonus *)freeIt;
|
|
}
|
|
|
|
void CGTownInstance::initObj(CRandomGenerator & rand) ///initialize town structures
|
|
{
|
|
blockVisit = true;
|
|
|
|
if(townEnvisagesBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example
|
|
creatures.resize(GameConstants::CREATURES_PER_TOWN + 1);
|
|
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]);
|
|
}
|
|
}
|
|
initOverriddenBids();
|
|
addTownBonuses(); //add special bonuses from buildings to the bonusingBuildings vector.
|
|
recreateBuildingsBonuses();
|
|
updateAppearance();
|
|
}
|
|
|
|
bool CGTownInstance::hasBuiltInOldWay(ETownType::ETownType type, BuildingID bid) const
|
|
{
|
|
return (this->town->faction != nullptr && this->town->faction->index == type && hasBuilt(bid));
|
|
}
|
|
|
|
void CGTownInstance::newTurn(CRandomGenerator & rand) const
|
|
{
|
|
if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week
|
|
{
|
|
//give resources if there's a Mystic Pond
|
|
if (hasBuilt(BuildingSubID::MYSTIC_POND)
|
|
&& 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);
|
|
}
|
|
|
|
auto manaVortex = getBonusingBuilding(BuildingSubID::MANA_VORTEX);
|
|
|
|
if (manaVortex != nullptr)
|
|
cb->setObjProperty(id, ObjProperty::STRUCTURE_CLEAR_VISITORS, manaVortex->indexOnTV); //reset visitors for Mana Vortex
|
|
|
|
//get Mana Vortex or Stables bonuses
|
|
//same code is in the CGameHandler::buildStructure method
|
|
if (visitingHero != nullptr)
|
|
cb->visitCastleObjects(this, visitingHero);
|
|
|
|
if (garrisonHero != nullptr)
|
|
cb->visitCastleObjects(this, garrisonHero);
|
|
|
|
if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
|
|
{
|
|
std::vector<SlotID> nativeCrits; //slots
|
|
for (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->objects[*c->upgrades.begin()]);
|
|
}
|
|
}
|
|
if ((stacksCount() < GameConstants::ARMY_SIZE && rand.nextInt(99) < 25) || Slots().empty()) //add new stack
|
|
{
|
|
int i = rand.nextInt(std::min(GameConstants::CREATURES_PER_TOWN, cb->getDate(Date::MONTH) << 1) - 1);
|
|
if (!town->creatures[i].empty())
|
|
{
|
|
CreatureID c = town->creatures[i][0];
|
|
SlotID n;
|
|
|
|
TQuantity count = creatureGrowth(i);
|
|
if (!count) // no dwelling
|
|
count = VLC->creh->objects[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->objects[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;
|
|
|
|
return cb->getPlayerRelations(tempOwner, color) != PlayerRelations::ENEMIES;
|
|
}
|
|
|
|
void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const
|
|
{
|
|
offsets = {int3(-1,2,0), int3(-3,2,0)};
|
|
}
|
|
|
|
void CGTownInstance::mergeGarrisonOnSiege() const
|
|
{
|
|
auto getWeakestStackSlot = [&](ui64 powerLimit)
|
|
{
|
|
std::vector<SlotID> weakSlots;
|
|
auto stacksList = visitingHero->stacks;
|
|
std::pair<SlotID, CStackInstance *> pair;
|
|
while(stacksList.size())
|
|
{
|
|
pair = *vstd::minElementByFun(stacksList, [&](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.size())
|
|
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, [&](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 (PlayerColor owner) const
|
|
{
|
|
if (hasCapitol()) // search if there's an older capitol
|
|
{
|
|
PlayerState* state = cb->gameState()->getPlayerState(owner); //get all towns owned by player
|
|
for (auto i = state->towns.cbegin(); i < state->towns.cend(); ++i)
|
|
{
|
|
if (*i != this && (*i)->hasCapitol())
|
|
{
|
|
RazeStructures rs;
|
|
rs.tid = id;
|
|
rs.bid.insert(BuildingID::CAPITOL);
|
|
rs.destroyed = destroyed;
|
|
cb->sendAndApply(&rs);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGTownInstance::clearArmy() const
|
|
{
|
|
while(!stacks.empty())
|
|
{
|
|
cb->eraseStack(StackLocation(this, stacks.begin()->first));
|
|
}
|
|
}
|
|
|
|
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(!hasBuiltSomeTradeBuilding())
|
|
return 0;
|
|
|
|
const PlayerState *p = cb->getPlayerState(tempOwner);
|
|
assert(p);
|
|
|
|
int marketCount = 0;
|
|
for(const CGTownInstance *t : p->towns)
|
|
if(t->hasBuiltSomeTradeBuilding())
|
|
marketCount++;
|
|
|
|
return marketCount;
|
|
}
|
|
|
|
bool CGTownInstance::allowsTrade(EMarketMode::EMarketMode mode) const
|
|
{
|
|
switch(mode)
|
|
{
|
|
case EMarketMode::RESOURCE_RESOURCE:
|
|
case EMarketMode::RESOURCE_PLAYER:
|
|
return hasBuilt(BuildingID::MARKETPLACE);
|
|
|
|
case EMarketMode::ARTIFACT_RESOURCE:
|
|
case EMarketMode::RESOURCE_ARTIFACT:
|
|
return hasBuilt(BuildingSubID::ARTIFACT_MERCHANT);
|
|
|
|
case EMarketMode::CREATURE_RESOURCE:
|
|
return hasBuilt(BuildingSubID::FREELANCERS_GUILD);
|
|
|
|
case EMarketMode::CREATURE_UNDEAD:
|
|
return hasBuilt(BuildingSubID::CREATURE_TRANSFORMER);
|
|
|
|
case EMarketMode::RESOURCE_SKILL:
|
|
return hasBuilt(BuildingSubID::MAGIC_UNIVERSITY);
|
|
default:
|
|
assert(0);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
std::vector<int> CGTownInstance::availableItemsIds(EMarketMode::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)[subID]->town;
|
|
randomizeArmy(subID);
|
|
updateAppearance();
|
|
}
|
|
|
|
void CGTownInstance::updateAppearance()
|
|
{
|
|
auto terrain = cb->gameState()->getTile(visitablePos())->terType->id;
|
|
//FIXME: not the best way to do this
|
|
auto app = VLC->objtypeh->getHandlerFor(ID, subID)->getOverride(terrain, this);
|
|
if (app)
|
|
appearance = app;
|
|
}
|
|
|
|
std::string CGTownInstance::nodeName() const
|
|
{
|
|
return "Town (" + (town ? town->faction->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()
|
|
{
|
|
auto b = getExportedBonusList().getFirst(Selector::sourceType()(Bonus::ARMY).And(Selector::type()(Bonus::MORALE)));
|
|
if(!b)
|
|
{
|
|
b = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);
|
|
addNewBonus(b);
|
|
}
|
|
|
|
if (garrisonHero)
|
|
{
|
|
b->val = 0;
|
|
CBonusSystemNode::treeHasChanged();
|
|
}
|
|
else
|
|
CArmedInstance::updateMoraleBonusFromArmy();
|
|
}
|
|
|
|
void CGTownInstance::recreateBuildingsBonuses()
|
|
{
|
|
BonusList bl;
|
|
getExportedBonusList().getBonuses(bl, Selector::sourceType()(Bonus::TOWN_STRUCTURE));
|
|
|
|
for(auto b : bl)
|
|
removeBonus(b);
|
|
|
|
for(const auto & bid : builtBuildings)
|
|
{
|
|
if(vstd::contains(overriddenBuildings, bid)) //tricky! -> checks tavern only if no bratherhood of sword
|
|
continue;
|
|
|
|
auto building = town->buildings.at(bid);
|
|
|
|
if(building->buildingBonuses.empty())
|
|
continue;
|
|
|
|
for(auto & bonus : building->buildingBonuses)
|
|
{
|
|
if(bonus->limiter && bonus->effectRange == Bonus::ONLY_ENEMY_ARMY) //ONLY_ENEMY_ARMY is only mark for OppositeSide limiter to avoid extra dynamic_cast.
|
|
{
|
|
auto bCopy = std::make_shared<Bonus>(*bonus); //just a copy of the shared_ptr has been changed and reassigned.
|
|
bCopy->limiter = std::make_shared<OppositeSideLimiter>(this->getOwner());
|
|
addNewBonus(bCopy);
|
|
continue;
|
|
}
|
|
if(bonus->propagator != nullptr && bonus->propagator->getPropagatorType() == ALL_CREATURES)
|
|
VLC->creh->addBonusForAllCreatures(bonus);
|
|
else
|
|
addNewBonus(bonus);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGTownInstance::setVisitingHero(CGHeroInstance *h)
|
|
{
|
|
assert(!!visitingHero == !h);
|
|
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)
|
|
{
|
|
assert(!!garrisonHero == !h);
|
|
if(h)
|
|
{
|
|
PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
|
|
assert(p);
|
|
h->detachFrom(*p);
|
|
h->attachTo(*this);
|
|
garrisonHero = h;
|
|
h->visitedTown = this;
|
|
h->inTownGarrison = true;
|
|
}
|
|
else
|
|
{
|
|
PlayerState *p = cb->gameState()->getPlayerState(garrisonHero->tempOwner);
|
|
garrisonHero->visitedTown = nullptr;
|
|
garrisonHero->inTownGarrison = false;
|
|
garrisonHero->detachFrom(*this);
|
|
garrisonHero->attachTo(*p);
|
|
garrisonHero = nullptr;
|
|
}
|
|
updateMoraleBonusFromArmy(); //avoid giving morale bonus for same army twice
|
|
}
|
|
|
|
bool CGTownInstance::armedGarrison() const
|
|
{
|
|
return !stacks.empty() || garrisonHero;
|
|
}
|
|
|
|
const CTown * CGTownInstance::getTown() const
|
|
{
|
|
if(ID == Obj::RANDOM_TOWN)
|
|
return VLC->townh->randomTown;
|
|
else
|
|
{
|
|
if(nullptr == town)
|
|
{
|
|
return (*VLC->townh)[subID]->town;
|
|
}
|
|
else
|
|
return town;
|
|
}
|
|
}
|
|
|
|
int CGTownInstance::getTownLevel() const
|
|
{
|
|
// count all buildings that are not upgrades
|
|
int level = 0;
|
|
|
|
for(const auto & bid : builtBuildings)
|
|
{
|
|
if(town->buildings.at(bid)->upgrade == BuildingID::NONE)
|
|
level++;
|
|
}
|
|
return level;
|
|
}
|
|
|
|
CBonusSystemNode & CGTownInstance::whatShouldBeAttached()
|
|
{
|
|
return townAndVis;
|
|
}
|
|
|
|
const CArmedInstance * CGTownInstance::getUpperArmy() const
|
|
{
|
|
if(garrisonHero)
|
|
return garrisonHero;
|
|
return this;
|
|
}
|
|
|
|
const CGTownBuilding * CGTownInstance::getBonusingBuilding(BuildingSubID::EBuildingSubID subId) const
|
|
{
|
|
for(const auto building : bonusingBuildings)
|
|
{
|
|
if(building->getBuildingSubtype() == subId)
|
|
return building;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
|
|
bool CGTownInstance::hasBuiltSomeTradeBuilding() const
|
|
{
|
|
for(const auto & bid : builtBuildings)
|
|
{
|
|
if(town->buildings.at(bid)->IsTradeBuilding())
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CGTownInstance::hasBuilt(BuildingSubID::EBuildingSubID buildingID) const
|
|
{
|
|
for(const auto & bid : builtBuildings)
|
|
{
|
|
if(town->buildings.at(bid)->subId == buildingID)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CGTownInstance::hasBuilt(BuildingID buildingID) const
|
|
{
|
|
return vstd::contains(builtBuildings, buildingID);
|
|
}
|
|
|
|
bool CGTownInstance::hasBuilt(BuildingID buildingID, int townID) const
|
|
{
|
|
if (townID == town->faction->index || townID == ETownType::ANY)
|
|
return hasBuilt(buildingID);
|
|
return false;
|
|
}
|
|
|
|
TResources CGTownInstance::getBuildingCost(BuildingID buildingID) const
|
|
{
|
|
if (vstd::contains(town->buildings, buildingID))
|
|
return town->buildings.at(buildingID)->resources;
|
|
else
|
|
{
|
|
logGlobal->error("Town %s at %s has no possible building %d!", name, pos.toString(), buildingID.toEnum());
|
|
return TResources();
|
|
}
|
|
|
|
}
|
|
|
|
CBuilding::TRequired CGTownInstance::genBuildingRequirements(BuildingID buildID, bool deep) const
|
|
{
|
|
const CBuilding * building = town->buildings.at(buildID);
|
|
|
|
//TODO: find better solution to prevent infinite loops
|
|
std::set<BuildingID> processed;
|
|
|
|
std::function<CBuilding::TRequired::Variant(const BuildingID &)> dependTest =
|
|
[&](const BuildingID & id) -> CBuilding::TRequired::Variant
|
|
{
|
|
const CBuilding * build = town->buildings.at(id);
|
|
CBuilding::TRequired::OperatorAll requirements;
|
|
|
|
if (!hasBuilt(id))
|
|
{
|
|
if (deep)
|
|
requirements.expressions.push_back(id);
|
|
else
|
|
return id;
|
|
}
|
|
|
|
if(!vstd::contains(processed, id))
|
|
{
|
|
processed.insert(id);
|
|
if (build->upgrade != BuildingID::NONE)
|
|
requirements.expressions.push_back(dependTest(build->upgrade));
|
|
|
|
requirements.expressions.push_back(build->requirements.morph(dependTest));
|
|
}
|
|
return requirements;
|
|
};
|
|
|
|
CBuilding::TRequired::OperatorAll requirements;
|
|
if (building->upgrade != BuildingID::NONE)
|
|
{
|
|
const CBuilding * upgr = town->buildings.at(building->upgrade);
|
|
|
|
requirements.expressions.push_back(dependTest(upgr->bid));
|
|
processed.clear();
|
|
}
|
|
requirements.expressions.push_back(building->requirements.morph(dependTest));
|
|
|
|
CBuilding::TRequired::Variant variant(requirements);
|
|
CBuilding::TRequired ret(variant);
|
|
ret.minimize();
|
|
return ret;
|
|
}
|
|
|
|
void CGTownInstance::addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID ) const
|
|
{
|
|
if(visitingHero == h)
|
|
cb->setObjProperty(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors
|
|
else if(garrisonHero == h)
|
|
cb->setObjProperty(id, ObjProperty::STRUCTURE_ADD_GARRISONED_HERO, structureInstanceID); //then it must be garrisoned hero
|
|
else
|
|
{
|
|
//should never ever happen
|
|
logGlobal->error("Cannot add hero %s to visitors of structure # %d", h->name, structureInstanceID);
|
|
throw std::runtime_error("internal error");
|
|
}
|
|
}
|
|
|
|
void CGTownInstance::battleFinished(const CGHeroInstance * hero, const BattleResult & result) const
|
|
{
|
|
if(result.winner == BattleSide::ATTACKER)
|
|
{
|
|
clearArmy();
|
|
onTownCaptured(hero->getOwner());
|
|
}
|
|
}
|
|
|
|
void CGTownInstance::onTownCaptured(const PlayerColor winner) const
|
|
{
|
|
setOwner(winner);
|
|
FoWChange fw;
|
|
fw.player = winner;
|
|
fw.mode = 1;
|
|
cb->getTilesInRange(fw.tiles, getSightCenter(), getSightRadius(), winner, 1);
|
|
cb->sendAndApply(& fw);
|
|
}
|
|
|
|
void CGTownInstance::afterAddToMap(CMap * map)
|
|
{
|
|
if(ID == Obj::TOWN)
|
|
map->towns.push_back(this);
|
|
}
|
|
|
|
void CGTownInstance::afterRemoveFromMap(CMap * map)
|
|
{
|
|
if (ID == Obj::TOWN)
|
|
vstd::erase_if_present(map->towns, this);
|
|
}
|
|
|
|
void CGTownInstance::reset()
|
|
{
|
|
CGTownInstance::merchantArtifacts.clear();
|
|
CGTownInstance::universitySkills.clear();
|
|
}
|
|
|
|
void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler)
|
|
{
|
|
CGObjectInstance::serializeJsonOwner(handler);
|
|
CCreatureSet::serializeJson(handler, "army", 7);
|
|
handler.serializeBool<ui8>("tightFormation", formation, 1, 0, 0);
|
|
handler.serializeString("name", name);
|
|
|
|
{
|
|
auto decodeBuilding = [this](const std::string & identifier) -> si32
|
|
{
|
|
auto rawId = VLC->modh->identifiers.getIdentifier("core", getTown()->getBuildingScope(), identifier);
|
|
|
|
if(rawId)
|
|
return rawId.get();
|
|
else
|
|
return -1;
|
|
};
|
|
|
|
auto encodeBuilding = [this](si32 index) -> std::string
|
|
{
|
|
return getTown()->buildings.at(BuildingID(index))->identifier;
|
|
};
|
|
|
|
const std::set<si32> standard = getTown()->getAllBuildings();//by default all buildings are allowed
|
|
JsonSerializeFormat::LICSet buildingsLIC(standard, decodeBuilding, encodeBuilding);
|
|
|
|
if(handler.saving)
|
|
{
|
|
bool customBuildings = false;
|
|
|
|
boost::logic::tribool hasFort(false);
|
|
|
|
for(const BuildingID & id : forbiddenBuildings)
|
|
{
|
|
buildingsLIC.none.insert(id);
|
|
customBuildings = true;
|
|
}
|
|
|
|
for(const BuildingID & id : builtBuildings)
|
|
{
|
|
if(id == BuildingID::DEFAULT)
|
|
continue;
|
|
|
|
const CBuilding * building = getTown()->buildings.at(id);
|
|
|
|
if(building->mode == CBuilding::BUILD_AUTO)
|
|
continue;
|
|
|
|
if(id == BuildingID::FORT)
|
|
hasFort = true;
|
|
|
|
buildingsLIC.all.insert(id);
|
|
customBuildings = true;
|
|
}
|
|
|
|
if(customBuildings)
|
|
handler.serializeLIC("buildings", buildingsLIC);
|
|
else
|
|
handler.serializeBool("hasFort",hasFort);
|
|
}
|
|
else
|
|
{
|
|
handler.serializeLIC("buildings", buildingsLIC);
|
|
|
|
builtBuildings.insert(BuildingID::VILLAGE_HALL);
|
|
|
|
if(buildingsLIC.none.empty() && buildingsLIC.all.empty())
|
|
{
|
|
builtBuildings.insert(BuildingID::DEFAULT);
|
|
|
|
bool hasFort = false;
|
|
handler.serializeBool("hasFort",hasFort);
|
|
if(hasFort)
|
|
builtBuildings.insert(BuildingID::FORT);
|
|
}
|
|
else
|
|
{
|
|
for(const si32 item : buildingsLIC.none)
|
|
forbiddenBuildings.insert(BuildingID(item));
|
|
for(const si32 item : buildingsLIC.all)
|
|
builtBuildings.insert(BuildingID(item));
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
std::vector<bool> standard = VLC->spellh->getDefaultAllowed();
|
|
JsonSerializeFormat::LIC spellsLIC(standard, SpellID::decode, SpellID::encode);
|
|
|
|
if(handler.saving)
|
|
{
|
|
for(SpellID id : possibleSpells)
|
|
spellsLIC.any[id.num] = true;
|
|
|
|
for(SpellID id : obligatorySpells)
|
|
spellsLIC.all[id.num] = true;
|
|
}
|
|
|
|
handler.serializeLIC("spells", spellsLIC);
|
|
|
|
if(!handler.saving)
|
|
{
|
|
possibleSpells.clear();
|
|
for(si32 idx = 0; idx < spellsLIC.any.size(); idx++)
|
|
{
|
|
if(spellsLIC.any[idx])
|
|
possibleSpells.push_back(SpellID(idx));
|
|
}
|
|
|
|
obligatorySpells.clear();
|
|
for(si32 idx = 0; idx < spellsLIC.all.size(); idx++)
|
|
{
|
|
if(spellsLIC.all[idx])
|
|
obligatorySpells.push_back(SpellID(idx));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
PlayerColor CGTownBuilding::getOwner() const
|
|
{
|
|
return town->getOwner();
|
|
}
|
|
|
|
int32_t CGTownBuilding::getObjGroupIndex() const
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
int32_t CGTownBuilding::getObjTypeIndex() const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
int3 CGTownBuilding::visitablePos() const
|
|
{
|
|
return town->visitablePos();
|
|
}
|
|
|
|
int3 CGTownBuilding::getPosition() const
|
|
{
|
|
return town->getPosition();
|
|
}
|
|
|
|
COPWBonus::COPWBonus(BuildingID bid, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
|
|
{
|
|
bID = bid;
|
|
bType = subId;
|
|
town = cgTown;
|
|
indexOnTV = static_cast<si32>(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(bID))
|
|
{
|
|
InfoWindow iw;
|
|
iw.player = h->tempOwner;
|
|
|
|
switch (this->bType)
|
|
{
|
|
case BuildingSubID::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);
|
|
|
|
SetMovePoints mp;
|
|
mp.val = 600;
|
|
mp.absolute = false;
|
|
mp.hid = heroID;
|
|
cb->setMovePoints(&mp);
|
|
|
|
iw.text << VLC->generaltexth->allTexts[580];
|
|
cb->showInfoDialog(&iw);
|
|
}
|
|
break;
|
|
|
|
case BuildingSubID::MANA_VORTEX:
|
|
if(visitors.empty())
|
|
{
|
|
if(h->mana < h->manaLimit() * 2)
|
|
cb->setManaPoints (heroID, 2 * h->manaLimit());
|
|
//TODO: investigate line below
|
|
//cb->setObjProperty (town->id, ObjProperty::VISITED, true);
|
|
iw.text << getVisitingBonusGreeting();
|
|
cb->showInfoDialog(&iw);
|
|
//extra visit penalty if hero alredy had double mana points (or even more?!)
|
|
town->addHeroToStructureVisitors(h, indexOnTV);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
CTownBonus::CTownBonus(BuildingID index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
|
|
{
|
|
bID = index;
|
|
bType = subId;
|
|
town = cgTown;
|
|
indexOnTV = static_cast<si32>(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(bID) && visitors.find(heroID) == visitors.end())
|
|
{
|
|
si64 val = 0;
|
|
InfoWindow iw;
|
|
PrimarySkill::PrimarySkill what = PrimarySkill::NONE;
|
|
|
|
switch(bType)
|
|
{
|
|
case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge
|
|
what = PrimarySkill::KNOWLEDGE;
|
|
val = 1;
|
|
iw.components.push_back(Component(Component::PRIM_SKILL, 3, 1, 0));
|
|
break;
|
|
|
|
case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire
|
|
what = PrimarySkill::SPELL_POWER;
|
|
val = 1;
|
|
iw.components.push_back(Component(Component::PRIM_SKILL, 2, 1, 0));
|
|
break;
|
|
|
|
case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla
|
|
what = PrimarySkill::ATTACK;
|
|
val = 1;
|
|
iw.components.push_back(Component(Component::PRIM_SKILL, 0, 1, 0));
|
|
break;
|
|
|
|
case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars
|
|
what = PrimarySkill::EXPERIENCE;
|
|
val = static_cast<int>(h->calculateXp(1000));
|
|
iw.components.push_back(Component(Component::EXPERIENCE, 0, val, 0));
|
|
break;
|
|
|
|
case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords
|
|
what = PrimarySkill::DEFENSE;
|
|
val = 1;
|
|
iw.components.push_back(Component(Component::PRIM_SKILL, 1, 1, 0));
|
|
break;
|
|
|
|
case BuildingSubID::CUSTOM_VISITING_BONUS:
|
|
const auto building = town->town->buildings.at(bID);
|
|
if(!h->hasBonusFrom(Bonus::TOWN_STRUCTURE, Bonus::getSid32(building->town->faction->index, building->bid)))
|
|
{
|
|
const auto & bonuses = building->onVisitBonuses;
|
|
applyBonuses(const_cast<CGHeroInstance *>(h), bonuses);
|
|
}
|
|
break;
|
|
}
|
|
|
|
if(what != PrimarySkill::NONE)
|
|
{
|
|
iw.player = cb->getOwner(heroID);
|
|
iw.text << getVisitingBonusGreeting();
|
|
cb->showInfoDialog(&iw);
|
|
cb->changePrimSkill (cb->getHero(heroID), what, val);
|
|
town->addHeroToStructureVisitors(h, indexOnTV);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const
|
|
{
|
|
auto addToVisitors = false;
|
|
|
|
for(auto bonus : bonuses)
|
|
{
|
|
GiveBonus gb;
|
|
InfoWindow iw;
|
|
|
|
if(bonus->type == Bonus::TOWN_MAGIC_WELL)
|
|
{
|
|
if(h->mana >= h->manaLimit())
|
|
return;
|
|
cb->setManaPoints(h->id, h->manaLimit());
|
|
bonus->duration = Bonus::ONE_DAY;
|
|
}
|
|
gb.bonus = * bonus;
|
|
gb.id = h->id.getNum();
|
|
cb->giveHeroBonus(&gb);
|
|
|
|
if(bonus->duration == Bonus::PERMANENT)
|
|
addToVisitors = true;
|
|
|
|
iw.player = cb->getOwner(h->id);
|
|
iw.text << getCustomBonusGreeting(gb.bonus);
|
|
cb->showInfoDialog(&iw);
|
|
}
|
|
if(addToVisitors)
|
|
town->addHeroToStructureVisitors(h, indexOnTV);
|
|
}
|
|
|
|
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)[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;
|
|
}
|
|
|
|
const std::string CGTownBuilding::getVisitingBonusGreeting() const
|
|
{
|
|
auto bonusGreeting = town->town->getGreeting(bType);
|
|
|
|
if(!bonusGreeting.empty())
|
|
return bonusGreeting;
|
|
|
|
switch(bType)
|
|
{
|
|
case BuildingSubID::MANA_VORTEX:
|
|
bonusGreeting = std::string(VLC->generaltexth->localizedTexts["townHall"]["greetingManaVortex"].String());
|
|
break;
|
|
case BuildingSubID::KNOWLEDGE_VISITING_BONUS:
|
|
bonusGreeting = std::string(VLC->generaltexth->localizedTexts["townHall"]["greetingKnowledge"].String());
|
|
break;
|
|
case BuildingSubID::SPELL_POWER_VISITING_BONUS:
|
|
bonusGreeting = std::string(VLC->generaltexth->localizedTexts["townHall"]["greetingSpellPower"].String());
|
|
break;
|
|
case BuildingSubID::ATTACK_VISITING_BONUS:
|
|
bonusGreeting = std::string(VLC->generaltexth->localizedTexts["townHall"]["greetingAttack"].String());
|
|
break;
|
|
case BuildingSubID::EXPERIENCE_VISITING_BONUS:
|
|
bonusGreeting = std::string(VLC->generaltexth->localizedTexts["townHall"]["greetingExperience"].String());
|
|
break;
|
|
case BuildingSubID::DEFENSE_VISITING_BONUS:
|
|
bonusGreeting = std::string(VLC->generaltexth->localizedTexts["townHall"]["greetingDefence"].String());
|
|
break;
|
|
}
|
|
auto buildingName = town->town->getSpecialBuilding(bType)->Name();
|
|
|
|
if(bonusGreeting.empty())
|
|
{
|
|
bonusGreeting = "Error: Bonus greeting for '%s' is not localized.";
|
|
logGlobal->error("'%s' building of '%s' faction has not localized bonus greeting.", buildingName, town->town->getLocalizedFactionName());
|
|
}
|
|
boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
|
|
town->town->setGreeting(bType, bonusGreeting);
|
|
return bonusGreeting;
|
|
}
|
|
|
|
const std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const
|
|
{
|
|
if(bonus.type == Bonus::TOWN_MAGIC_WELL)
|
|
{
|
|
auto bonusGreeting = std::string(VLC->generaltexth->localizedTexts["townHall"]["greetingInTownMagicWell"].String());
|
|
auto buildingName = town->town->getSpecialBuilding(bType)->Name();
|
|
boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
|
|
return bonusGreeting;
|
|
}
|
|
auto bonusGreeting = std::string(VLC->generaltexth->localizedTexts["townHall"]["greetingCustomBonus"].String()); //"%s gives you +%d %s%s"
|
|
std::string param = "";
|
|
std::string until = "";
|
|
|
|
if(bonus.type == Bonus::MORALE)
|
|
param = VLC->generaltexth->allTexts[384];
|
|
else if(bonus.type == Bonus::LUCK)
|
|
param = VLC->generaltexth->allTexts[385];
|
|
|
|
until = bonus.duration == (ui16)Bonus::ONE_BATTLE
|
|
? VLC->generaltexth->localizedTexts["townHall"]["greetingCustomUntil"].String() : ".";
|
|
|
|
boost::format fmt = boost::format(bonusGreeting) % bonus.description % bonus.val % param % until;
|
|
std::string greeting = fmt.str();
|
|
return greeting;
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|