| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366 | /** CommonConstructors.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 "CommonConstructors.h"#include "../texts/CGeneralTextHandler.h"#include "../json/JsonRandom.h"#include "../constants/StringConstants.h"#include "../TerrainHandler.h"#include "../GameLibrary.h"#include "../CConfigHandler.h"#include "../callback/IGameInfoCallback.h"#include "../entities/faction/CTownHandler.h"#include "../entities/hero/CHeroClass.h"#include "../json/JsonUtils.h"#include "../mapObjects/CGHeroInstance.h"#include "../mapObjects/CGMarket.h"#include "../mapObjects/CGTownInstance.h"#include "../mapObjects/MiscObjects.h"#include "../mapObjects/ObjectTemplate.h"#include "../modding/IdentifierStorage.h"#include "../mapping/CMapDefines.h"VCMI_LIB_NAMESPACE_BEGINbool CObstacleConstructor::isStaticObject(){	return true;}bool CreatureInstanceConstructor::hasNameTextID() const{	return true;}std::string CreatureInstanceConstructor::getNameTextID() const{	return LIBRARY->creatures()->getByIndex(getSubIndex())->getNamePluralTextID();}void ResourceInstanceConstructor::initTypeData(const JsonNode & input){	config = input;	resourceType = GameResID::GOLD; //set up fallback	LIBRARY->identifiers()->requestIdentifierOptional("resource", input["resource"], [&](si32 index)	{		resourceType = GameResID(index);	});}bool ResourceInstanceConstructor::hasNameTextID() const{	return true;}std::string ResourceInstanceConstructor::getNameTextID() const{	return TextIdentifier("core", "restypes", resourceType.getNum()).get();}GameResID ResourceInstanceConstructor::getResourceType() const{	return resourceType;}int ResourceInstanceConstructor::getAmountMultiplier() const{	if (config["amountMultiplier"].isNull())		return 1;	return config["amountMultiplier"].Integer();}void ResourceInstanceConstructor::randomizeObject(CGResource * object, IGameRandomizer & gameRandomizer) const{	if (object->amount != CGResource::RANDOM_AMOUNT)		return;	JsonRandom randomizer(object->cb, gameRandomizer);	JsonRandom::Variables dummy;	if (!config["amounts"].isNull())		object->amount = randomizer.loadValue(config["amounts"], dummy, 0) * getAmountMultiplier();	else		object->amount = 5 * getAmountMultiplier();}void CTownInstanceConstructor::initTypeData(const JsonNode & input){	LIBRARY->identifiers()->requestIdentifier("faction", input["faction"], [&](si32 index)	{		faction = (*LIBRARY->townh)[index];	});	filtersJson = input["filters"];	// change scope of "filters" to scope of object that is being loaded	// since this filters require to resolve building ID's	filtersJson.setModScope(input["faction"].getModScope());}void CTownInstanceConstructor::afterLoadFinalization(){	assert(faction);	for(const auto & entry : filtersJson.Struct())	{		filters[entry.first] = LogicalExpression<BuildingID>(entry.second, [this](const JsonNode & node)		{			return BuildingID(LIBRARY->identifiers()->getIdentifier("building." + faction->getJsonKey(), node.Vector()[0]).value_or(-1));		});	}}bool CTownInstanceConstructor::objectFilter(const CGObjectInstance * object, std::shared_ptr<const ObjectTemplate> templ) const{	const auto * town = dynamic_cast<const CGTownInstance *>(object);	auto buildTest = [&](const BuildingID & id)	{		return town->hasBuilt(id);	};	return filters.count(templ->stringID) != 0 && filters.at(templ->stringID).test(buildTest);}void CTownInstanceConstructor::initializeObject(CGTownInstance * obj) const{	obj->tempOwner = PlayerColor::NEUTRAL;}void CTownInstanceConstructor::randomizeObject(CGTownInstance * object, IGameRandomizer & gameRandomizer) const{	auto templ = getOverride(object->cb->getTile(object->pos)->getTerrainID(), object);	if(templ)		object->appearance = templ;}bool CTownInstanceConstructor::hasNameTextID() const{	return true;}std::string CTownInstanceConstructor::getNameTextID() const{	return faction->getNameTextID();}void CHeroInstanceConstructor::initTypeData(const JsonNode & input){	LIBRARY->identifiers()->requestIdentifier(		"heroClass",		input["heroClass"],		[&](si32 index) { heroClass = HeroClassID(index).toHeroClass(); });	for (const auto & [name, config] : input["filters"].Struct())	{		HeroFilter filter;		filter.allowFemale =  config["female"].Bool();		filter.allowMale =  config["male"].Bool();		filters[name] = filter;		if (!config["hero"].isNull())		{			LIBRARY->identifiers()->requestIdentifier( "hero", config["hero"], [this, templateName = name](si32 index) {				filters.at(templateName).fixedHero = HeroTypeID(index);			});		}	}}std::shared_ptr<const ObjectTemplate> CHeroInstanceConstructor::getOverride(TerrainId terrainType, const CGObjectInstance * object) const{	const auto * hero = dynamic_cast<const CGHeroInstance *>(object);	std::vector<std::shared_ptr<const ObjectTemplate>> allTemplates = getTemplates();	std::shared_ptr<const ObjectTemplate> candidateFullMatch;	std::shared_ptr<const ObjectTemplate> candidateGenderMatch;	std::shared_ptr<const ObjectTemplate> candidateBase;	assert(hero->gender != EHeroGender::DEFAULT);	for (const auto & templ : allTemplates)	{		if (filters.count(templ->stringID))		{			const auto & filter = filters.at(templ->stringID);			if (filter.fixedHero.hasValue())			{				if (filter.fixedHero == hero->getHeroTypeID())					candidateFullMatch = templ;			}			else if (filter.allowMale)			{				if (hero->gender == EHeroGender::MALE)					candidateGenderMatch = templ;			}			else if (filter.allowFemale)			{				if (hero->gender == EHeroGender::FEMALE)					candidateGenderMatch = templ;			}			else			{				candidateBase = templ;			}		}		else		{			candidateBase = templ;		}	}	if (candidateFullMatch)		return candidateFullMatch;	if (candidateGenderMatch)		return candidateGenderMatch;	return candidateBase;}void CHeroInstanceConstructor::randomizeObject(CGHeroInstance * object, IGameRandomizer & gameRandomizer) const{}bool CHeroInstanceConstructor::hasNameTextID() const{	return true;}std::string CHeroInstanceConstructor::getNameTextID() const{	return heroClass->getNameTextID();}void BoatInstanceConstructor::initTypeData(const JsonNode & input){	layer = EPathfindingLayer::SAIL;	int pos = vstd::find_pos(NPathfindingLayer::names, input["layer"].String());	if(pos != -1)		layer = EPathfindingLayer(pos);	else		logMod->error("Unknown layer %s found in boat!", input["layer"].String());	onboardAssaultAllowed = input["onboardAssaultAllowed"].Bool();	onboardVisitAllowed = input["onboardVisitAllowed"].Bool();	actualAnimation = AnimationPath::fromJson(input["actualAnimation"]);	overlayAnimation = AnimationPath::fromJson(input["overlayAnimation"]);	for(int i = 0; i < flagAnimations.size() && i < input["flagAnimations"].Vector().size(); ++i)		flagAnimations[i] = AnimationPath::fromJson(input["flagAnimations"].Vector()[i]);	bonuses = JsonRandom::loadBonuses(input["bonuses"]);}void BoatInstanceConstructor::initializeObject(CGBoat * boat) const{	boat->layer = layer;	boat->actualAnimation = actualAnimation;	boat->overlayAnimation = overlayAnimation;	boat->flagAnimations = flagAnimations;	boat->onboardAssaultAllowed = onboardAssaultAllowed;	boat->onboardVisitAllowed = onboardVisitAllowed;	for(auto & b : bonuses)		boat->addNewBonus(std::make_shared<Bonus>(b));}AnimationPath BoatInstanceConstructor::getBoatAnimationName() const{	return actualAnimation;}void MarketInstanceConstructor::initTypeData(const JsonNode & input){	if (settings["mods"]["validation"].String() != "off")		JsonUtils::validate(input, "vcmi:market", getJsonKey());	if (!input["description"].isNull())	{		std::string description = input["description"].String();		descriptionTextID = TextIdentifier(getBaseTextID(), "description").get();		LIBRARY->generaltexth->registerString( input.getModScope(), descriptionTextID, input["description"]);	}	if (!input["speech"].isNull())	{		std::string speech = input["speech"].String();		if (!speech.empty() && speech.at(0) == '@')		{			speechTextID = speech.substr(1);		}		else		{			speechTextID = TextIdentifier(getBaseTextID(), "speech").get();			LIBRARY->generaltexth->registerString( input.getModScope(), speechTextID, input["speech"]);		}	}	for(auto & element : input["modes"].Vector())	{		if(MappedKeys::MARKET_NAMES_TO_TYPES.count(element.String()))			marketModes.insert(MappedKeys::MARKET_NAMES_TO_TYPES.at(element.String()));	}		marketEfficiency = input["efficiency"].isNull() ? 5 : input["efficiency"].Integer();	predefinedOffer = input["offer"];}bool MarketInstanceConstructor::hasDescription() const{	return !descriptionTextID.empty();}std::shared_ptr<CGMarket> MarketInstanceConstructor::createObject(IGameInfoCallback * cb) const{	if(marketModes.size() == 1)	{		switch(*marketModes.begin())		{			case EMarketMode::ARTIFACT_RESOURCE:			case EMarketMode::RESOURCE_ARTIFACT:				return std::make_shared<CGBlackMarket>(cb);			case EMarketMode::RESOURCE_SKILL:				return std::make_shared<CGUniversity>(cb);		}	}	return std::make_shared<CGMarket>(cb);}const std::set<EMarketMode> & MarketInstanceConstructor::availableModes() const{	return marketModes;}void MarketInstanceConstructor::randomizeObject(CGMarket * object, IGameRandomizer & gameRandomizer) const{	JsonRandom randomizer(object->cb, gameRandomizer);	JsonRandom::Variables emptyVariables;	if(auto * university = dynamic_cast<CGUniversity *>(object))	{		for(auto skill : randomizer.loadSecondaries(predefinedOffer, emptyVariables))			university->skills.push_back(skill.first);	}}std::string MarketInstanceConstructor::getSpeechTranslated() const{	assert(marketModes.count(EMarketMode::RESOURCE_SKILL));	return LIBRARY->generaltexth->translate(speechTextID);}int MarketInstanceConstructor::getMarketEfficiency() const{	return marketEfficiency;}VCMI_LIB_NAMESPACE_END
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