CommonConstructors.cpp 10 KB

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  1. #include "StdInc.h"
  2. #include "CommonConstructors.h"
  3. #include "CGTownInstance.h"
  4. #include "CGHeroInstance.h"
  5. #include "CBank.h"
  6. #include "../mapping/CMap.h"
  7. #include "../CHeroHandler.h"
  8. #include "../CCreatureHandler.h"
  9. #include "JsonRandom.h"
  10. #include "../CModHandler.h"
  11. #include "../IGameCallback.h"
  12. /*
  13. * CommonConstructors.cpp, part of VCMI engine
  14. *
  15. * Authors: listed in file AUTHORS in main folder
  16. *
  17. * License: GNU General Public License v2.0 or later
  18. * Full text of license available in license.txt file, in main folder
  19. *
  20. */
  21. CObstacleConstructor::CObstacleConstructor()
  22. {
  23. }
  24. bool CObstacleConstructor::isStaticObject()
  25. {
  26. return true;
  27. }
  28. CTownInstanceConstructor::CTownInstanceConstructor():
  29. faction(nullptr)
  30. {
  31. }
  32. void CTownInstanceConstructor::initTypeData(const JsonNode & input)
  33. {
  34. VLC->modh->identifiers.requestIdentifier("faction", input["faction"], [&](si32 index)
  35. {
  36. faction = VLC->townh->factions[index];
  37. });
  38. filtersJson = input["filters"];
  39. }
  40. void CTownInstanceConstructor::afterLoadFinalization()
  41. {
  42. assert(faction);
  43. for (auto entry : filtersJson.Struct())
  44. {
  45. filters[entry.first] = LogicalExpression<BuildingID>(entry.second, [this](const JsonNode & node)
  46. {
  47. return BuildingID(VLC->modh->identifiers.getIdentifier("building." + faction->identifier, node.Vector()[0]).get());
  48. });
  49. }
  50. }
  51. bool CTownInstanceConstructor::objectFilter(const CGObjectInstance * object, const ObjectTemplate & templ) const
  52. {
  53. auto town = dynamic_cast<const CGTownInstance *>(object);
  54. auto buildTest = [&](const BuildingID & id)
  55. {
  56. return town->hasBuilt(id);
  57. };
  58. if (filters.count(templ.stringID))
  59. return filters.at(templ.stringID).test(buildTest);
  60. return false;
  61. }
  62. CGObjectInstance * CTownInstanceConstructor::create(ObjectTemplate tmpl) const
  63. {
  64. CGTownInstance * obj = createTyped(tmpl);
  65. obj->town = faction->town;
  66. obj->tempOwner = PlayerColor::NEUTRAL;
  67. return obj;
  68. }
  69. void CTownInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
  70. {
  71. auto templ = getOverride(object->cb->getTile(object->pos)->terType, object);
  72. if (templ)
  73. object->appearance = templ.get();
  74. }
  75. CHeroInstanceConstructor::CHeroInstanceConstructor()
  76. {
  77. }
  78. void CHeroInstanceConstructor::initTypeData(const JsonNode & input)
  79. {
  80. VLC->modh->identifiers.requestIdentifier("heroClass", input["heroClass"],
  81. [&](si32 index) { heroClass = VLC->heroh->classes.heroClasses[index]; });
  82. filtersJson = input["filters"];
  83. }
  84. void CHeroInstanceConstructor::afterLoadFinalization()
  85. {
  86. for (auto entry : filtersJson.Struct())
  87. {
  88. filters[entry.first] = LogicalExpression<HeroTypeID>(entry.second, [this](const JsonNode & node)
  89. {
  90. return HeroTypeID(VLC->modh->identifiers.getIdentifier("hero", node.Vector()[0]).get());
  91. });
  92. }
  93. }
  94. bool CHeroInstanceConstructor::objectFilter(const CGObjectInstance * object, const ObjectTemplate & templ) const
  95. {
  96. auto hero = dynamic_cast<const CGHeroInstance *>(object);
  97. auto heroTest = [&](const HeroTypeID & id)
  98. {
  99. return hero->type->ID == id;
  100. };
  101. if (filters.count(templ.stringID))
  102. {
  103. return filters.at(templ.stringID).test(heroTest);
  104. }
  105. return false;
  106. }
  107. CGObjectInstance * CHeroInstanceConstructor::create(ObjectTemplate tmpl) const
  108. {
  109. CGHeroInstance * obj = createTyped(tmpl);
  110. obj->type = nullptr; //FIXME: set to valid value. somehow.
  111. return obj;
  112. }
  113. void CHeroInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
  114. {
  115. }
  116. CDwellingInstanceConstructor::CDwellingInstanceConstructor()
  117. {
  118. }
  119. void CDwellingInstanceConstructor::initTypeData(const JsonNode & input)
  120. {
  121. const JsonVector & levels = input["creatures"].Vector();
  122. availableCreatures.resize(levels.size());
  123. for (size_t i=0; i<levels.size(); i++)
  124. {
  125. const JsonVector & creatures = levels[i].Vector();
  126. availableCreatures[i].resize(creatures.size());
  127. for (size_t j=0; j<creatures.size(); j++)
  128. {
  129. VLC->modh->identifiers.requestIdentifier("creature", creatures[j], [=] (si32 index)
  130. {
  131. availableCreatures[i][j] = VLC->creh->creatures[index];
  132. });
  133. }
  134. }
  135. guards = input["guards"];
  136. }
  137. bool CDwellingInstanceConstructor::objectFilter(const CGObjectInstance *, const ObjectTemplate &) const
  138. {
  139. return false;
  140. }
  141. CGObjectInstance * CDwellingInstanceConstructor::create(ObjectTemplate tmpl) const
  142. {
  143. CGDwelling * obj = createTyped(tmpl);
  144. obj->creatures.resize(availableCreatures.size());
  145. for (auto & entry : availableCreatures)
  146. {
  147. for (const CCreature * cre : entry)
  148. obj->creatures.back().second.push_back(cre->idNumber);
  149. }
  150. return obj;
  151. }
  152. void CDwellingInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator &rng) const
  153. {
  154. CGDwelling * dwelling = dynamic_cast<CGDwelling*>(object);
  155. dwelling->creatures.clear();
  156. dwelling->creatures.resize(availableCreatures.size());
  157. for (auto & entry : availableCreatures)
  158. {
  159. for (const CCreature * cre : entry)
  160. dwelling->creatures.back().second.push_back(cre->idNumber);
  161. }
  162. if (guards.getType() == JsonNode::DATA_BOOL)
  163. {
  164. if (guards.Bool())
  165. {
  166. const CCreature * crea = availableCreatures.at(0).at(0);
  167. dwelling->putStack(SlotID(0), new CStackInstance(crea->idNumber, crea->growth * 3 ));
  168. }
  169. }
  170. else for (auto & stack : JsonRandom::loadCreatures(guards, rng))
  171. {
  172. dwelling->putStack(SlotID(dwelling->stacksCount()), new CStackInstance(stack.type->idNumber, stack.count));
  173. }
  174. }
  175. bool CDwellingInstanceConstructor::producesCreature(const CCreature * crea) const
  176. {
  177. for (auto & entry : availableCreatures)
  178. {
  179. for (const CCreature * cre : entry)
  180. if (crea == cre)
  181. return true;
  182. }
  183. return false;
  184. }
  185. std::vector<const CCreature *> CDwellingInstanceConstructor::getProducedCreatures() const
  186. {
  187. std::vector<const CCreature *> creatures; //no idea why it's 2D, to be honest
  188. for (auto & entry : availableCreatures)
  189. {
  190. for (const CCreature * cre : entry)
  191. creatures.push_back(cre);
  192. }
  193. return creatures;
  194. }
  195. CBankInstanceConstructor::CBankInstanceConstructor()
  196. {
  197. }
  198. void CBankInstanceConstructor::initTypeData(const JsonNode & input)
  199. {
  200. //TODO: name = input["name"].String();
  201. levels = input["levels"].Vector();
  202. bankResetDuration = input["resetDuration"].Float();
  203. }
  204. CGObjectInstance *CBankInstanceConstructor::create(ObjectTemplate tmpl) const
  205. {
  206. return createTyped(tmpl);
  207. }
  208. BankConfig CBankInstanceConstructor::generateConfig(const JsonNode & level, CRandomGenerator & rng) const
  209. {
  210. BankConfig bc;
  211. bc.chance = level["chance"].Float();
  212. bc.guards = JsonRandom::loadCreatures(level["guards"], rng);
  213. bc.upgradeChance = level["upgrade_chance"].Float();
  214. bc.combatValue = level["combat_value"].Float();
  215. std::vector<SpellID> spells;
  216. for (size_t i=0; i<6; i++)
  217. IObjectInterface::cb->getAllowedSpells(spells, i);
  218. bc.resources = Res::ResourceSet(level["reward"]["resources"]);
  219. bc.creatures = JsonRandom::loadCreatures(level["reward"]["creatures"], rng);
  220. bc.artifacts = JsonRandom::loadArtifacts(level["reward"]["artifacts"], rng);
  221. bc.spells = JsonRandom::loadSpells(level["reward"]["spells"], rng, spells);
  222. bc.value = level["value"].Float();
  223. return bc;
  224. }
  225. void CBankInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
  226. {
  227. //logGlobal->debugStream() << "Seed used to configure bank is " << rng.nextInt();
  228. auto bank = dynamic_cast<CBank*>(object);
  229. bank->resetDuration = bankResetDuration;
  230. si32 totalChance = 0;
  231. for (auto & node : levels)
  232. totalChance += node["chance"].Float();
  233. assert(totalChance != 0);
  234. si32 selectedChance = rng.nextInt(totalChance - 1);
  235. //logGlobal->debugStream() << "Selected chance for bank config is " << selectedChance;
  236. for (auto & node : levels)
  237. {
  238. if (selectedChance < node["chance"].Float())
  239. {
  240. bank->setConfig(generateConfig(node, rng));
  241. }
  242. else
  243. {
  244. selectedChance -= node["chance"].Float();
  245. }
  246. }
  247. }
  248. CBankInfo::CBankInfo(JsonVector config):
  249. config(config)
  250. {
  251. assert(!config.empty());
  252. }
  253. static void addStackToArmy(IObjectInfo::CArmyStructure & army, const CCreature * crea, si32 amount)
  254. {
  255. army.totalStrength += crea->fightValue * amount;
  256. bool walker = true;
  257. if (crea->hasBonusOfType(Bonus::SHOOTER))
  258. {
  259. army.shootersStrength += crea->fightValue * amount;
  260. walker = false;
  261. }
  262. if (crea->hasBonusOfType(Bonus::FLYING))
  263. {
  264. army.flyersStrength += crea->fightValue * amount;
  265. walker = false;
  266. }
  267. if (walker)
  268. army.walkersStrength += crea->fightValue * amount;
  269. }
  270. IObjectInfo::CArmyStructure CBankInfo::minGuards() const
  271. {
  272. std::vector<IObjectInfo::CArmyStructure> armies;
  273. for (auto configEntry : config)
  274. {
  275. auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
  276. IObjectInfo::CArmyStructure army;
  277. for (auto & stack : stacks)
  278. {
  279. assert(!stack.allowedCreatures.empty());
  280. auto weakest = boost::range::min_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
  281. {
  282. return a->fightValue < b->fightValue;
  283. });
  284. addStackToArmy(army, *weakest, stack.minAmount);
  285. }
  286. armies.push_back(army);
  287. }
  288. return *boost::range::min_element(armies);
  289. }
  290. IObjectInfo::CArmyStructure CBankInfo::maxGuards() const
  291. {
  292. std::vector<IObjectInfo::CArmyStructure> armies;
  293. for (auto configEntry : config)
  294. {
  295. auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
  296. IObjectInfo::CArmyStructure army;
  297. for (auto & stack : stacks)
  298. {
  299. assert(!stack.allowedCreatures.empty());
  300. auto strongest = boost::range::max_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
  301. {
  302. return a->fightValue < b->fightValue;
  303. });
  304. addStackToArmy(army, *strongest, stack.maxAmount);
  305. }
  306. armies.push_back(army);
  307. }
  308. return *boost::range::max_element(armies);
  309. }
  310. bool CBankInfo::givesResources() const
  311. {
  312. for (const JsonNode & node : config)
  313. if (!node["reward"]["resources"].isNull())
  314. return true;
  315. return false;
  316. }
  317. bool CBankInfo::givesArtifacts() const
  318. {
  319. for (const JsonNode & node : config)
  320. if (!node["reward"]["artifacts"].isNull())
  321. return true;
  322. return false;
  323. }
  324. bool CBankInfo::givesCreatures() const
  325. {
  326. for (const JsonNode & node : config)
  327. if (!node["reward"]["creatures"].isNull())
  328. return true;
  329. return false;
  330. }
  331. bool CBankInfo::givesSpells() const
  332. {
  333. for (const JsonNode & node : config)
  334. if (!node["reward"]["spells"].isNull())
  335. return true;
  336. return false;
  337. }
  338. std::unique_ptr<IObjectInfo> CBankInstanceConstructor::getObjectInfo(ObjectTemplate tmpl) const
  339. {
  340. return std::unique_ptr<IObjectInfo>(new CBankInfo(levels));
  341. }