ObstacleSetHandler.cpp 10 KB

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  1. /*
  2. * ObstacleSetHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "ObstacleSetHandler.h"
  12. #include "../modding/IdentifierStorage.h"
  13. #include "../constants/StringConstants.h"
  14. #include "../TerrainHandler.h"
  15. VCMI_LIB_NAMESPACE_BEGIN
  16. ObstacleSet::ObstacleSet():
  17. type(INVALID),
  18. allowedTerrains({TerrainId::NONE})
  19. {
  20. }
  21. ObstacleSet::ObstacleSet(EObstacleType type, TerrainId terrain):
  22. type(type),
  23. allowedTerrains({terrain})
  24. {
  25. }
  26. void ObstacleSet::addObstacle(std::shared_ptr<const ObjectTemplate> obstacle)
  27. {
  28. obstacles.push_back(obstacle);
  29. }
  30. void ObstacleSet::removeEmptyTemplates()
  31. {
  32. vstd::erase_if(obstacles, [](const std::shared_ptr<const ObjectTemplate> &tmpl)
  33. {
  34. if (tmpl->getBlockedOffsets().empty())
  35. {
  36. logMod->warn("Obstacle template %s blocks no tiles, removing it", tmpl->stringID);
  37. return true;
  38. }
  39. return false;
  40. });
  41. }
  42. ObstacleSetFilter::ObstacleSetFilter(std::vector<ObstacleSet::EObstacleType> allowedTypes, TerrainId terrain = TerrainId::ANY_TERRAIN, FactionID faction = FactionID::ANY, EAlignment alignment = EAlignment::ANY):
  43. allowedTypes(allowedTypes),
  44. terrain(terrain),
  45. faction(faction),
  46. alignment(alignment)
  47. {
  48. }
  49. ObstacleSetFilter::ObstacleSetFilter(ObstacleSet::EObstacleType allowedType, TerrainId terrain = TerrainId::ANY_TERRAIN, FactionID faction = FactionID::ANY, EAlignment alignment = EAlignment::ANY):
  50. allowedTypes({allowedType}),
  51. terrain(terrain),
  52. faction(faction),
  53. alignment(alignment)
  54. {
  55. }
  56. bool ObstacleSetFilter::filter(const ObstacleSet &set) const
  57. {
  58. if (terrain != TerrainId::ANY_TERRAIN && !vstd::contains(set.getTerrains(), terrain))
  59. {
  60. return false;
  61. }
  62. if (faction != FactionID::ANY)
  63. {
  64. auto factions = set.getFactions();
  65. if (!factions.empty() && !vstd::contains(factions, faction))
  66. {
  67. return false;
  68. }
  69. }
  70. // TODO: Also check specific factions
  71. if (alignment != EAlignment::ANY)
  72. {
  73. auto alignments = set.getAlignments();
  74. if (!alignments.empty() && !vstd::contains(alignments, alignment))
  75. {
  76. return false;
  77. }
  78. }
  79. return true;
  80. }
  81. TerrainId ObstacleSetFilter::getTerrain() const
  82. {
  83. return terrain;
  84. }
  85. std::set<TerrainId> ObstacleSet::getTerrains() const
  86. {
  87. return allowedTerrains;
  88. }
  89. void ObstacleSet::setTerrain(TerrainId terrain)
  90. {
  91. this->allowedTerrains = {terrain};
  92. }
  93. void ObstacleSet::setTerrains(const std::set<TerrainId> & terrains)
  94. {
  95. this->allowedTerrains = terrains;
  96. }
  97. void ObstacleSet::addTerrain(TerrainId terrain)
  98. {
  99. this->allowedTerrains.insert(terrain);
  100. }
  101. std::set<FactionID> ObstacleSet::getFactions() const
  102. {
  103. return allowedFactions;
  104. }
  105. void ObstacleSet::addFaction(FactionID faction)
  106. {
  107. this->allowedFactions.insert(faction);
  108. }
  109. void ObstacleSet::addAlignment(EAlignment alignment)
  110. {
  111. this->allowedAlignments.insert(alignment);
  112. }
  113. std::set<EAlignment> ObstacleSet::getAlignments() const
  114. {
  115. return allowedAlignments;
  116. }
  117. ObstacleSet::EObstacleType ObstacleSet::getType() const
  118. {
  119. return type;
  120. }
  121. void ObstacleSet::setType(EObstacleType type)
  122. {
  123. this->type = type;
  124. }
  125. std::vector<std::shared_ptr<const ObjectTemplate>> ObstacleSet::getObstacles() const
  126. {
  127. return obstacles;
  128. }
  129. ObstacleSet::EObstacleType ObstacleSetHandler::convertObstacleClass(MapObjectID id)
  130. {
  131. switch (id)
  132. {
  133. case Obj::MOUNTAIN:
  134. case Obj::VOLCANIC_VENT:
  135. case Obj::VOLCANO:
  136. case Obj::REEF:
  137. return ObstacleSet::MOUNTAINS;
  138. case Obj::OAK_TREES:
  139. case Obj::PINE_TREES:
  140. case Obj::TREES:
  141. case Obj::DEAD_VEGETATION:
  142. case Obj::HEDGE:
  143. case Obj::KELP:
  144. case Obj::WILLOW_TREES:
  145. case Obj::YUCCA_TREES:
  146. return ObstacleSet::TREES;
  147. case Obj::FROZEN_LAKE:
  148. case Obj::LAKE:
  149. case Obj::LAVA_FLOW:
  150. case Obj::LAVA_LAKE:
  151. return ObstacleSet::LAKES;
  152. case Obj::CANYON:
  153. case Obj::CRATER:
  154. case Obj::SAND_PIT:
  155. case Obj::TAR_PIT:
  156. return ObstacleSet::CRATERS;
  157. case Obj::HILL:
  158. case Obj::MOUND:
  159. case Obj::OUTCROPPING:
  160. case Obj::ROCK:
  161. case Obj::SAND_DUNE:
  162. case Obj::STALAGMITE:
  163. return ObstacleSet::ROCKS;
  164. case Obj::BUSH:
  165. case Obj::CACTUS:
  166. case Obj::FLOWERS:
  167. case Obj::MUSHROOMS:
  168. case Obj::LOG:
  169. case Obj::MANDRAKE:
  170. case Obj::MOSS:
  171. case Obj::PLANT:
  172. case Obj::SHRUB:
  173. case Obj::STUMP:
  174. case Obj::VINE:
  175. return ObstacleSet::PLANTS;
  176. case Obj::SKULL:
  177. return ObstacleSet::ANIMALS;
  178. default:
  179. return ObstacleSet::OTHER;
  180. }
  181. }
  182. ObstacleSet::EObstacleType ObstacleSet::typeFromString(const std::string &str)
  183. {
  184. static const std::map<std::string, EObstacleType> OBSTACLE_TYPE_NAMES =
  185. {
  186. {"mountain", MOUNTAINS},
  187. {"tree", TREES},
  188. {"lake", LAKES},
  189. {"crater", CRATERS},
  190. {"rock", ROCKS},
  191. {"plant", PLANTS},
  192. {"structure", STRUCTURES},
  193. {"animal", ANIMALS},
  194. {"other", OTHER}
  195. };
  196. if (OBSTACLE_TYPE_NAMES.find(str) != OBSTACLE_TYPE_NAMES.end())
  197. {
  198. return OBSTACLE_TYPE_NAMES.at(str);
  199. }
  200. // TODO: How to handle that?
  201. throw std::runtime_error("Invalid obstacle type: " + str);
  202. }
  203. std::string ObstacleSet::toString() const
  204. {
  205. static const std::map<EObstacleType, std::string> OBSTACLE_TYPE_STRINGS =
  206. {
  207. {MOUNTAINS, "mountain"},
  208. {TREES, "tree"},
  209. {LAKES, "lake"},
  210. {CRATERS, "crater"},
  211. {ROCKS, "rock"},
  212. {PLANTS, "plant"},
  213. {STRUCTURES, "structure"},
  214. {ANIMALS, "animal"},
  215. {OTHER, "other"}
  216. };
  217. return OBSTACLE_TYPE_STRINGS.at(type);
  218. }
  219. std::vector<ObstacleSet::EObstacleType> ObstacleSetFilter::getAllowedTypes() const
  220. {
  221. return allowedTypes;
  222. }
  223. void ObstacleSetFilter::setType(ObstacleSet::EObstacleType type)
  224. {
  225. allowedTypes = {type};
  226. }
  227. void ObstacleSetFilter::setTypes(std::vector<ObstacleSet::EObstacleType> types)
  228. {
  229. this->allowedTypes = types;
  230. }
  231. std::vector<JsonNode> ObstacleSetHandler::loadLegacyData()
  232. {
  233. return {};
  234. }
  235. void ObstacleSetHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
  236. {
  237. auto os = loadFromJson(scope, data, name, biomes.size());
  238. if(os)
  239. {
  240. addObstacleSet(os);
  241. // TODO: Define some const array of object types ("biome" etc.)
  242. VLC->identifiersHandler->registerObject(scope, "biome", name, biomes.back()->id);
  243. }
  244. else
  245. {
  246. logMod->error("Failed to load obstacle set: %s", name);
  247. }
  248. }
  249. void ObstacleSetHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
  250. {
  251. //Unused
  252. loadObject(scope, name, data);
  253. }
  254. std::shared_ptr<ObstacleSet> ObstacleSetHandler::loadFromJson(const std::string & scope, const JsonNode & json, const std::string & name, size_t index)
  255. {
  256. auto os = std::make_shared<ObstacleSet>();
  257. os->id = index;
  258. auto biome = json["biome"].Struct();
  259. os->setType(ObstacleSet::typeFromString(biome["objectType"].String()));
  260. // TODO: Handle any (every) terrain option
  261. if (biome["terrain"].isString())
  262. {
  263. auto terrainName = biome["terrain"].String();
  264. VLC->identifiers()->requestIdentifier(scope, "terrain", terrainName, [os](si32 id)
  265. {
  266. os->setTerrain(TerrainId(id));
  267. });
  268. }
  269. else if (biome["terrain"].isVector())
  270. {
  271. auto terrains = biome["terrain"].Vector();
  272. for (const auto & terrain : terrains)
  273. {
  274. VLC->identifiers()->requestIdentifier(scope, "terrain", terrain.String(), [os](si32 id)
  275. {
  276. os->addTerrain(TerrainId(id));
  277. });
  278. }
  279. }
  280. else
  281. {
  282. logMod->error("No terrain specified for obstacle set %s", name);
  283. }
  284. auto handleFaction = [os, scope](const std::string & str)
  285. {
  286. VLC->identifiers()->requestIdentifier(scope, "faction", str, [os](si32 id)
  287. {
  288. os->addFaction(FactionID(id));
  289. });
  290. };
  291. if (biome["faction"].isString())
  292. {
  293. auto factionName = biome["faction"].String();
  294. handleFaction(factionName);
  295. }
  296. else if (biome["faction"].isVector())
  297. {
  298. auto factions = biome["faction"].Vector();
  299. for (const auto & node : factions)
  300. {
  301. handleFaction(node.String());
  302. }
  303. }
  304. // TODO: Move this parser to some utils
  305. auto parseAlignment = [](const std::string & str) ->EAlignment
  306. {
  307. int alignment = vstd::find_pos(GameConstants::ALIGNMENT_NAMES, str);
  308. if (alignment == -1)
  309. {
  310. logMod->error("Incorrect alignment: ", str);
  311. return EAlignment::ANY;
  312. }
  313. else
  314. {
  315. return static_cast<EAlignment>(alignment);
  316. }
  317. };
  318. if (biome["alignment"].isString())
  319. {
  320. os->addAlignment(parseAlignment(biome["alignment"].String()));
  321. }
  322. else if (biome["alignment"].isVector())
  323. {
  324. auto alignments = biome["alignment"].Vector();
  325. for (const auto & node : alignments)
  326. {
  327. os->addAlignment(parseAlignment(node.String()));
  328. }
  329. }
  330. auto templates = json["templates"].Vector();
  331. for (const auto & node : templates)
  332. {
  333. logMod->trace("Registering obstacle template: %s in scope %s", node.String(), scope);
  334. auto identifier = boost::algorithm::to_lower_copy(node.String());
  335. auto jsonName = JsonNode(identifier);
  336. VLC->identifiers()->requestIdentifier(node.getModScope(), "obstacleTemplate", identifier, [this, os](si32 id)
  337. {
  338. logMod->trace("Resolved obstacle id: %d", id);
  339. os->addObstacle(obstacleTemplates[id]);
  340. });
  341. }
  342. return os;
  343. }
  344. void ObstacleSetHandler::addTemplate(const std::string & scope, const std::string &name, std::shared_ptr<const ObjectTemplate> tmpl)
  345. {
  346. auto id = obstacleTemplates.size();
  347. auto strippedName = boost::algorithm::to_lower_copy(name);
  348. auto pos = strippedName.find(".def");
  349. if(pos != std::string::npos)
  350. strippedName.erase(pos, 4);
  351. if (VLC->identifiersHandler->getIdentifier(scope, "obstacleTemplate", strippedName, true))
  352. {
  353. logMod->warn("Duplicate obstacle template: %s", strippedName);
  354. return;
  355. }
  356. else
  357. {
  358. // Save by name
  359. VLC->identifiersHandler->registerObject(scope, "obstacleTemplate", strippedName, id);
  360. // Index by id
  361. obstacleTemplates[id] = tmpl;
  362. }
  363. }
  364. void ObstacleSetHandler::addObstacleSet(std::shared_ptr<ObstacleSet> os)
  365. {
  366. biomes.push_back(os);
  367. }
  368. void ObstacleSetHandler::afterLoadFinalization()
  369. {
  370. for (auto &os :biomes)
  371. {
  372. os->removeEmptyTemplates();
  373. }
  374. vstd::erase_if(biomes, [](const std::shared_ptr<ObstacleSet> &os)
  375. {
  376. if (os->getObstacles().empty())
  377. {
  378. logMod->warn("Obstacle set %d is empty, removing it", os->id);
  379. return true;
  380. }
  381. return false;
  382. });
  383. // Populate map
  384. for (auto &os : biomes)
  385. {
  386. obstacleSets[os->getType()].push_back(os);
  387. }
  388. }
  389. TObstacleTypes ObstacleSetHandler::getObstacles( const ObstacleSetFilter &filter) const
  390. {
  391. TObstacleTypes result;
  392. for (const auto &allowedType : filter.getAllowedTypes())
  393. {
  394. auto it = obstacleSets.find(allowedType);
  395. if(it != obstacleSets.end())
  396. {
  397. for (const auto &os : it->second)
  398. {
  399. if (filter.filter(*os))
  400. {
  401. result.push_back(os);
  402. }
  403. }
  404. }
  405. }
  406. return result;
  407. }
  408. VCMI_LIB_NAMESPACE_END