1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-14 10:12:59 +02:00
vcmi/lib/mapObjects/TownBuildingInstance.cpp
2024-10-11 15:02:48 +00:00

219 lines
5.5 KiB
C++

/*
* TownBuildingInstance.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 "TownBuildingInstance.h"
#include "CGTownInstance.h"
#include "../IGameCallback.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../entities/building/CBuilding.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
TownBuildingInstance::TownBuildingInstance(IGameCallback * cb)
: IObjectInterface(cb)
, town(nullptr)
{}
TownBuildingInstance::TownBuildingInstance(CGTownInstance * town, const BuildingID & index)
: IObjectInterface(town->cb)
, town(town)
, bID(index)
{}
PlayerColor TownBuildingInstance::getOwner() const
{
return town->getOwner();
}
MapObjectID TownBuildingInstance::getObjGroupIndex() const
{
return -1;
}
MapObjectSubID TownBuildingInstance::getObjTypeIndex() const
{
return 0;
}
const IOwnableObject * TownBuildingInstance::asOwnable() const
{
return nullptr;
}
int3 TownBuildingInstance::visitablePos() const
{
return town->visitablePos();
}
int3 TownBuildingInstance::anchorPos() const
{
return town->anchorPos();
}
TownRewardableBuildingInstance::TownRewardableBuildingInstance(IGameCallback *cb)
: TownBuildingInstance(cb)
{}
TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand)
: TownBuildingInstance(town, index)
{
initObj(rand);
}
void TownRewardableBuildingInstance::initObj(vstd::RNG & rand)
{
assert(town && town->getTown());
configuration = generateConfiguration(rand);
}
Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(vstd::RNG & rand) const
{
Rewardable::Configuration result;
auto building = town->getTown()->buildings.at(getBuildingType());
building->rewardableObjectInfo.configureObject(result, rand, cb);
for(auto & rewardInfo : result.info)
{
for (auto & bonus : rewardInfo.reward.bonuses)
{
bonus.source = BonusSource::TOWN_STRUCTURE;
bonus.sid = BonusSourceID(building->getUniqueTypeID());
}
}
return result;
}
void TownRewardableBuildingInstance::newTurn(vstd::RNG & rand) const
{
if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
{
auto newConfiguration = generateConfiguration(rand);
cb->setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration);
if(configuration.resetParameters.visitors)
{
cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType());
}
}
}
void TownRewardableBuildingInstance::setProperty(ObjProperty what, ObjPropertyID identifier)
{
switch (what)
{
case ObjProperty::VISITORS:
visitors.insert(identifier.as<ObjectInstanceID>());
break;
case ObjProperty::STRUCTURE_CLEAR_VISITORS:
visitors.clear();
break;
case ObjProperty::REWARD_SELECT:
selectedReward = identifier.getNum();
break;
}
}
void TownRewardableBuildingInstance::heroLevelUpDone(const CGHeroInstance *hero) const
{
grantRewardAfterLevelup(configuration.info.at(selectedReward), town, hero);
}
void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
{
onBlockingDialogAnswered(hero, answer);
}
void TownRewardableBuildingInstance::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
{
grantRewardBeforeLevelup(configuration.info.at(rewardID), hero);
// hero is not blocked by levelup dialog - grant remainder immediately
if(!cb->isVisitCoveredByAnotherQuery(town, hero))
{
grantRewardAfterLevelup(configuration.info.at(rewardID), town, hero);
}
}
bool TownRewardableBuildingInstance::wasVisited(const CGHeroInstance * contextHero) const
{
return wasVisitedBefore(contextHero);
}
bool TownRewardableBuildingInstance::wasVisitedBefore(const CGHeroInstance * contextHero) const
{
switch (configuration.visitMode)
{
case Rewardable::VISIT_UNLIMITED:
return false;
case Rewardable::VISIT_ONCE:
return !visitors.empty();
case Rewardable::VISIT_PLAYER:
return false; //not supported
case Rewardable::VISIT_BONUS:
{
const auto building = town->getTown()->buildings.at(getBuildingType());
return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()));
}
case Rewardable::VISIT_HERO:
return visitors.find(contextHero->id) != visitors.end();
case Rewardable::VISIT_LIMITER:
return configuration.visitLimiter.heroAllowed(contextHero);
default:
return false;
}
}
void TownRewardableBuildingInstance::onHeroVisit(const CGHeroInstance *h) const
{
assert(town->hasBuilt(getBuildingType()));
if(town->hasBuilt(getBuildingType()))
doHeroVisit(h);
}
const IObjectInterface * TownRewardableBuildingInstance::getObject() const
{
return this;
}
bool TownRewardableBuildingInstance::wasVisited(PlayerColor player) const
{
switch (configuration.visitMode)
{
case Rewardable::VISIT_UNLIMITED:
case Rewardable::VISIT_BONUS:
case Rewardable::VISIT_HERO:
case Rewardable::VISIT_LIMITER:
return false;
case Rewardable::VISIT_ONCE:
case Rewardable::VISIT_PLAYER:
return !visitors.empty();
default:
return false;
}
}
void TownRewardableBuildingInstance::markAsVisited(const CGHeroInstance * hero) const
{
town->addHeroToStructureVisitors(hero, getBuildingType());
}
void TownRewardableBuildingInstance::markAsScouted(const CGHeroInstance * hero) const
{
// no-op - town building is always 'scouted' by owner
}
VCMI_LIB_NAMESPACE_END