1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213
|
/*
* 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)
{
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
|