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- #include "StdInc.h"
- #include "CTownHandler.h"
- #include "VCMI_Lib.h"
- #include "CGeneralTextHandler.h"
- #include "JsonNode.h"
- #include "StringConstants.h"
- #include "CCreatureHandler.h"
- #include "CModHandler.h"
- #include "CHeroHandler.h"
- #include "CArtHandler.h"
- #include "spells/CSpellHandler.h"
- #include "filesystem/Filesystem.h"
- #include "mapObjects/CObjectClassesHandler.h"
- #include "mapObjects/CObjectHandler.h"
- #include "BattleHex.h"
- /*
- * CTownHandler.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
- *
- */
- const int NAMES_PER_TOWN=16; // number of town names per faction in H3 files. Json can define any number
- const std::string & CBuilding::Name() const
- {
- return name;
- }
- const std::string & CBuilding::Description() const
- {
- return description;
- }
- BuildingID CBuilding::getBase() const
- {
- const CBuilding * build = this;
- while (build->upgrade >= 0)
- {
- build = build->town->buildings.at(build->upgrade);
- }
- return build->bid;
- }
- si32 CBuilding::getDistance(BuildingID buildID) const
- {
- const CBuilding * build = town->buildings.at(buildID);
- int distance = 0;
- while (build->upgrade >= 0 && build != this)
- {
- build = build->town->buildings.at(build->upgrade);
- distance++;
- }
- if (build == this)
- return distance;
- return -1;
- }
- CFaction::CFaction()
- {
- town = nullptr;
- }
- CFaction::~CFaction()
- {
- delete town;
- }
- CTown::CTown()
- {
- }
- CTown::~CTown()
- {
- for(auto & build : buildings)
- build.second.dellNull();
- for(auto & str : clientInfo.structures)
- str.dellNull();
- }
- std::vector<BattleHex> CTown::defaultMoatHexes()
- {
- static const std::vector<BattleHex> moatHexes = {11, 28, 44, 61, 77, 111, 129, 146, 164, 181};
- return moatHexes;
- }
- CTownHandler::CTownHandler()
- {
- VLC->townh = this;
- }
- CTownHandler::~CTownHandler()
- {
- for(auto faction : factions)
- faction.dellNull();
- }
- JsonNode readBuilding(CLegacyConfigParser & parser)
- {
- JsonNode ret;
- JsonNode & cost = ret["cost"];
- //note: this code will try to parse mithril as well but wil always return 0 for it
- for(const std::string & resID : GameConstants::RESOURCE_NAMES)
- cost[resID].Float() = parser.readNumber();
- cost.Struct().erase("mithril"); // erase mithril to avoid confusing validator
- parser.endLine();
- return ret;
- }
- std::vector<JsonNode> CTownHandler::loadLegacyData(size_t dataSize)
- {
- std::vector<JsonNode> dest(dataSize);
- factions.resize(dataSize);
- auto getBuild = [&](size_t town, size_t building) -> JsonNode &
- {
- return dest[town]["town"]["buildings"][EBuildingType::names[building]];
- };
- CLegacyConfigParser parser("DATA/BUILDING.TXT");
- parser.endLine(); // header
- parser.endLine();
- //Unique buildings
- for (size_t town=0; town<dataSize; town++)
- {
- parser.endLine(); //header
- parser.endLine();
- int buildID = 17;
- do
- {
- getBuild(town, buildID) = readBuilding(parser);
- buildID++;
- }
- while (!parser.isNextEntryEmpty());
- }
- // Common buildings
- parser.endLine(); // header
- parser.endLine();
- parser.endLine();
- int buildID = 0;
- do
- {
- JsonNode building = readBuilding(parser);
- for (size_t town=0; town<dataSize; town++)
- getBuild(town, buildID) = building;
- buildID++;
- }
- while (!parser.isNextEntryEmpty());
- parser.endLine(); //header
- parser.endLine();
- //Dwellings
- for (size_t town=0; town<dataSize; town++)
- {
- parser.endLine(); //header
- parser.endLine();
- for (size_t i=0; i<14; i++)
- {
- getBuild(town, 30+i) = readBuilding(parser);
- }
- }
- {
- CLegacyConfigParser parser("DATA/BLDGNEUT.TXT");
- for(int building=0; building<15; building++)
- {
- std::string name = parser.readString();
- std::string descr = parser.readString();
- parser.endLine();
- for(int j=0; j<dataSize; j++)
- {
- getBuild(j, building)["name"].String() = name;
- getBuild(j, building)["description"].String() = descr;
- }
- }
- parser.endLine(); // silo
- parser.endLine(); // blacksmith //unused entries
- parser.endLine(); // moat
- //shipyard with the ship
- std::string name = parser.readString();
- std::string descr = parser.readString();
- parser.endLine();
- for(int town=0; town<dataSize; town++)
- {
- getBuild(town, 20)["name"].String() = name;
- getBuild(town, 20)["description"].String() = descr;
- }
- //blacksmith
- for(int town=0; town<dataSize; town++)
- {
- getBuild(town, 16)["name"].String() = parser.readString();
- getBuild(town, 16)["description"].String() = parser.readString();
- parser.endLine();
- }
- }
- {
- CLegacyConfigParser parser("DATA/BLDGSPEC.TXT");
- for(int town=0; town<dataSize; town++)
- {
- for(int build=0; build<9; build++)
- {
- getBuild(town, 17 + build)["name"].String() = parser.readString();
- getBuild(town, 17 + build)["description"].String() = parser.readString();
- parser.endLine();
- }
- getBuild(town, 26)["name"].String() = parser.readString(); // Grail
- getBuild(town, 26)["description"].String() = parser.readString();
- parser.endLine();
- getBuild(town, 15)["name"].String() = parser.readString(); // Resource silo
- getBuild(town, 15)["description"].String() = parser.readString();
- parser.endLine();
- }
- }
- {
- CLegacyConfigParser parser("DATA/DWELLING.TXT");
- for(int town=0; town<dataSize; town++)
- {
- for(int build=0; build<14; build++)
- {
- getBuild(town, 30 + build)["name"].String() = parser.readString();
- getBuild(town, 30 + build)["description"].String() = parser.readString();
- parser.endLine();
- }
- }
- }
- {
- CLegacyConfigParser typeParser("DATA/TOWNTYPE.TXT");
- CLegacyConfigParser nameParser("DATA/TOWNNAME.TXT");
- size_t townID=0;
- do
- {
- dest[townID]["name"].String() = typeParser.readString();
- for (int i=0; i<NAMES_PER_TOWN; i++)
- {
- JsonNode name;
- name.String() = nameParser.readString();
- dest[townID]["town"]["names"].Vector().push_back(name);
- nameParser.endLine();
- }
- townID++;
- }
- while (typeParser.endLine());
- }
- return dest;
- }
- void CTownHandler::loadBuildingRequirements(CTown &town, CBuilding & building, const JsonNode & source)
- {
- if (source.isNull())
- return;
- BuildingRequirementsHelper hlp;
- hlp.building = &building;
- hlp.faction = town.faction;
- hlp.json = source;
- requirementsToLoad.push_back(hlp);
- }
- void CTownHandler::loadBuilding(CTown &town, const std::string & stringID, const JsonNode & source)
- {
- auto ret = new CBuilding;
- static const std::string modes [] = {"normal", "auto", "special", "grail"};
- ret->mode = static_cast<CBuilding::EBuildMode>(boost::find(modes, source["mode"].String()) - modes);
- ret->identifier = stringID;
- ret->town = &town;
- ret->bid = BuildingID(source["id"].Float());
- ret->name = source["name"].String();
- ret->description = source["description"].String();
- ret->resources = TResources(source["cost"]);
- ret->produce = TResources(source["produce"]);
- //MODS COMPATIBILITY FOR 0.96
- if(!ret->produce.nonZero())
- {
- switch (ret->bid) {
- break; case BuildingID::VILLAGE_HALL: ret->produce[Res::GOLD] = 500;
- break; case BuildingID::TOWN_HALL : ret->produce[Res::GOLD] = 1000;
- break; case BuildingID::CITY_HALL : ret->produce[Res::GOLD] = 2000;
- break; case BuildingID::CAPITOL : ret->produce[Res::GOLD] = 4000;
- break; case BuildingID::GRAIL : ret->produce[Res::GOLD] = 5000;
- break; case BuildingID::RESOURCE_SILO :
- {
- switch (ret->town->primaryRes)
- {
- case Res::GOLD:
- ret->produce[ret->town->primaryRes] = 500;
- break;
- case Res::WOOD_AND_ORE:
- ret->produce[Res::WOOD] = 1;
- ret->produce[Res::ORE] = 1;
- break;
- default:
- ret->produce[ret->town->primaryRes] = 1;
- break;
- }
- }
- }
- }
- loadBuildingRequirements(town, *ret, source["requires"]);
- if (!source["upgrades"].isNull())
- {
- // building id and upgrades can't be the same
- if(stringID == source["upgrades"].String())
- {
- throw std::runtime_error(boost::str(boost::format("Building with ID '%s' of town '%s' can't be an upgrade of the same building.") %
- stringID % town.faction->name));
- }
- VLC->modh->identifiers.requestIdentifier("building." + town.faction->identifier, source["upgrades"], [=](si32 identifier)
- {
- ret->upgrade = BuildingID(identifier);
- });
- }
- else
- ret->upgrade = BuildingID::NONE;
- town.buildings[ret->bid] = ret;
- VLC->modh->identifiers.registerObject(source.meta, "building." + town.faction->identifier, ret->identifier, ret->bid);
- }
- void CTownHandler::loadBuildings(CTown &town, const JsonNode & source)
- {
- for(auto &node : source.Struct())
- {
- if (!node.second.isNull())
- {
- loadBuilding(town, node.first, node.second);
- }
- }
- }
- void CTownHandler::loadStructure(CTown &town, const std::string & stringID, const JsonNode & source)
- {
- auto ret = new CStructure;
- ret->building = nullptr;
- ret->buildable = nullptr;
- VLC->modh->identifiers.tryRequestIdentifier( source.meta, "building." + town.faction->identifier, stringID, [=, &town](si32 identifier) mutable
- {
- ret->building = town.buildings[BuildingID(identifier)];
- });
- if (source["builds"].isNull())
- {
- VLC->modh->identifiers.tryRequestIdentifier( source.meta, "building." + town.faction->identifier, stringID, [=, &town](si32 identifier) mutable
- {
- ret->building = town.buildings[BuildingID(identifier)];
- });
- }
- else
- {
- VLC->modh->identifiers.requestIdentifier("building." + town.faction->identifier, source["builds"], [=, &town](si32 identifier) mutable
- {
- ret->buildable = town.buildings[BuildingID(identifier)];
- });
- }
- ret->identifier = stringID;
- ret->pos.x = source["x"].Float();
- ret->pos.y = source["y"].Float();
- ret->pos.z = source["z"].Float();
- ret->hiddenUpgrade = source["hidden"].Bool();
- ret->defName = source["animation"].String();
- ret->borderName = source["border"].String();
- ret->areaName = source["area"].String();
- town.clientInfo.structures.push_back(ret);
- }
- void CTownHandler::loadStructures(CTown &town, const JsonNode & source)
- {
- for(auto &node : source.Struct())
- {
- if (!node.second.isNull())
- loadStructure(town, node.first, node.second);
- }
- }
- void CTownHandler::loadTownHall(CTown &town, const JsonNode & source)
- {
- auto & dstSlots = town.clientInfo.hallSlots;
- auto & srcSlots = source.Vector();
- dstSlots.resize(srcSlots.size());
- for(size_t i=0; i<dstSlots.size(); i++)
- {
- auto & dstRow = dstSlots[i];
- auto & srcRow = srcSlots[i].Vector();
- dstRow.resize(srcRow.size());
- for(size_t j=0; j < dstRow.size(); j++)
- {
- auto & dstBox = dstRow[j];
- auto & srcBox = srcRow[j].Vector();
- dstBox.resize(srcBox.size());
- for(size_t k=0; k<dstBox.size(); k++)
- {
- auto & dst = dstBox[k];
- auto & src = srcBox[k];
- VLC->modh->identifiers.requestIdentifier("building." + town.faction->identifier, src, [&](si32 identifier)
- {
- dst = BuildingID(identifier);
- });
- }
- }
- }
- }
- CTown::ClientInfo::Point JsonToPoint(const JsonNode & node)
- {
- CTown::ClientInfo::Point ret;
- ret.x = node["x"].Float();
- ret.y = node["y"].Float();
- return ret;
- }
- void CTownHandler::loadSiegeScreen(CTown &town, const JsonNode & source)
- {
- town.clientInfo.siegePrefix = source["imagePrefix"].String();
- VLC->modh->identifiers.requestIdentifier("creature", source["shooter"], [&town](si32 creature)
- {
- town.clientInfo.siegeShooter = CreatureID(creature);
- });
- auto & pos = town.clientInfo.siegePositions;
- pos.resize(21);
- pos[8] = JsonToPoint(source["towers"]["top"]["tower"]);
- pos[17] = JsonToPoint(source["towers"]["top"]["battlement"]);
- pos[20] = JsonToPoint(source["towers"]["top"]["creature"]);
- pos[2] = JsonToPoint(source["towers"]["keep"]["tower"]);
- pos[15] = JsonToPoint(source["towers"]["keep"]["battlement"]);
- pos[18] = JsonToPoint(source["towers"]["keep"]["creature"]);
- pos[3] = JsonToPoint(source["towers"]["bottom"]["tower"]);
- pos[16] = JsonToPoint(source["towers"]["bottom"]["battlement"]);
- pos[19] = JsonToPoint(source["towers"]["bottom"]["creature"]);
- pos[9] = JsonToPoint(source["gate"]["gate"]);
- pos[10] = JsonToPoint(source["gate"]["arch"]);
- pos[7] = JsonToPoint(source["walls"]["upper"]);
- pos[6] = JsonToPoint(source["walls"]["upperMid"]);
- pos[5] = JsonToPoint(source["walls"]["bottomMid"]);
- pos[4] = JsonToPoint(source["walls"]["bottom"]);
- pos[13] = JsonToPoint(source["moat"]["moat"]);
- pos[14] = JsonToPoint(source["moat"]["bank"]);
- pos[11] = JsonToPoint(source["static"]["bottom"]);
- pos[12] = JsonToPoint(source["static"]["top"]);
- pos[1] = JsonToPoint(source["static"]["background"]);
- }
- static void readIcon(JsonNode source, std::string & small, std::string & large)
- {
- if (source.getType() == JsonNode::DATA_STRUCT) // don't crash on old format
- {
- small = source["small"].String();
- large = source["large"].String();
- }
- }
- void CTownHandler::loadClientData(CTown &town, const JsonNode & source)
- {
- CTown::ClientInfo & info = town.clientInfo;
- readIcon(source["icons"]["village"]["normal"], info.iconSmall[0][0], info.iconLarge[0][0]);
- readIcon(source["icons"]["village"]["built"], info.iconSmall[0][1], info.iconLarge[0][1]);
- readIcon(source["icons"]["fort"]["normal"], info.iconSmall[1][0], info.iconLarge[1][0]);
- readIcon(source["icons"]["fort"]["built"], info.iconSmall[1][1], info.iconLarge[1][1]);
- info.hallBackground = source["hallBackground"].String();
- info.musicTheme = source["musicTheme"].String();
- info.townBackground = source["townBackground"].String();
- info.guildWindow = source["guildWindow"].String();
- info.buildingsIcons = source["buildingsIcons"].String();
- //left for back compatibility - will be removed later
- if (source["guildBackground"].String() != "")
- info.guildBackground = source["guildBackground"].String();
- else
- info.guildBackground = "TPMAGE.bmp";
- if (source["tavernVideo"].String() != "")
- info.tavernVideo = source["tavernVideo"].String();
- else
- info.tavernVideo = "TAVERN.BIK";
- //end of legacy assignment
- loadTownHall(town, source["hallSlots"]);
- loadStructures(town, source["structures"]);
- loadSiegeScreen(town, source["siege"]);
- }
- void CTownHandler::loadTown(CTown &town, const JsonNode & source)
- {
- auto resIter = boost::find(GameConstants::RESOURCE_NAMES, source["primaryResource"].String());
- if (resIter == std::end(GameConstants::RESOURCE_NAMES))
- town.primaryRes = Res::WOOD_AND_ORE; //Wood + Ore
- else
- town.primaryRes = resIter - std::begin(GameConstants::RESOURCE_NAMES);
- VLC->modh->identifiers.requestIdentifier("creature", source["warMachine"],
- [&town](si32 creature)
- {
- town.warMachine = CArtHandler::creatureToMachineID(CreatureID(creature));
- });
- town.moatDamage = source["moatDamage"].Float();
- // Compatability for <= 0.98f mods
- if(source["moatHexes"].isNull())
- {
- town.moatHexes = CTown::defaultMoatHexes();
- }
- else
- town.moatHexes = source["moatHexes"].convertTo<std::vector<BattleHex> >();
- town.mageLevel = source["mageGuild"].Float();
- town.names = source["names"].convertTo<std::vector<std::string> >();
- // Horde building creature level
- for(const JsonNode &node : source["horde"].Vector())
- town.hordeLvl[town.hordeLvl.size()] = node.Float();
- // town needs to have exactly 2 horde entries. Validation will take care of 2+ entries
- // but anything below 2 must be handled here
- for (size_t i=source["horde"].Vector().size(); i<2; i++)
- town.hordeLvl[i] = -1;
- const JsonVector & creatures = source["creatures"].Vector();
- town.creatures.resize(creatures.size());
- for (size_t i=0; i< creatures.size(); i++)
- {
- const JsonVector & level = creatures[i].Vector();
- town.creatures[i].resize(level.size());
- for (size_t j=0; j<level.size(); j++)
- {
- VLC->modh->identifiers.requestIdentifier("creature", level[j], [=, &town](si32 creature)
- {
- town.creatures[i][j] = CreatureID(creature);
- });
- }
- }
- town.defaultTavernChance = source["defaultTavern"].Float();
- /// set chance of specific hero class to appear in this town
- for(auto &node : source["tavern"].Struct())
- {
- int chance = node.second.Float();
- VLC->modh->identifiers.requestIdentifier(node.second.meta, "heroClass",node.first, [=, &town](si32 classID)
- {
- VLC->heroh->classes.heroClasses[classID]->selectionProbability[town.faction->index] = chance;
- });
- }
- for(auto &node : source["guildSpells"].Struct())
- {
- int chance = node.second.Float();
- VLC->modh->identifiers.requestIdentifier(node.second.meta, "spell", node.first, [=, &town](si32 spellID)
- {
- SpellID(spellID).toSpell()->probabilities[town.faction->index] = chance;
- });
- }
- for (const JsonNode &d : source["adventureMap"]["dwellings"].Vector())
- {
- town.dwellings.push_back (d["graphics"].String());
- town.dwellingNames.push_back (d["name"].String());
- }
- loadBuildings(town, source["buildings"]);
- loadClientData(town,source);
- }
- void CTownHandler::loadPuzzle(CFaction &faction, const JsonNode &source)
- {
- faction.puzzleMap.reserve(GameConstants::PUZZLE_MAP_PIECES);
- std::string prefix = source["prefix"].String();
- for(const JsonNode &piece : source["pieces"].Vector())
- {
- size_t index = faction.puzzleMap.size();
- SPuzzleInfo spi;
- spi.x = piece["x"].Float();
- spi.y = piece["y"].Float();
- spi.whenUncovered = piece["index"].Float();
- spi.number = index;
- // filename calculation
- std::ostringstream suffix;
- suffix << std::setfill('0') << std::setw(2) << index;
- spi.filename = prefix + suffix.str();
- faction.puzzleMap.push_back(spi);
- }
- assert(faction.puzzleMap.size() == GameConstants::PUZZLE_MAP_PIECES);
- }
- CFaction * CTownHandler::loadFromJson(const JsonNode &source, const std::string & identifier)
- {
- auto faction = new CFaction();
- faction->name = source["name"].String();
- faction->identifier = identifier;
- faction->creatureBg120 = source["creatureBackground"]["120px"].String();
- faction->creatureBg130 = source["creatureBackground"]["130px"].String();
- faction->nativeTerrain = ETerrainType(vstd::find_pos(GameConstants::TERRAIN_NAMES,
- source["nativeTerrain"].String()));
- int alignment = vstd::find_pos(EAlignment::names, source["alignment"].String());
- if (alignment == -1)
- faction->alignment = EAlignment::NEUTRAL;
- else
- faction->alignment = static_cast<EAlignment::EAlignment>(alignment);
- if (!source["town"].isNull())
- {
- faction->town = new CTown;
- faction->town->faction = faction;
- loadTown(*faction->town, source["town"]);
- }
- else
- faction->town = nullptr;
- if (!source["puzzleMap"].isNull())
- loadPuzzle(*faction, source["puzzleMap"]);
- return faction;
- }
- void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
- {
- auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name));
- object->index = factions.size();
- factions.push_back(object);
- if (object->town)
- {
- auto & info = object->town->clientInfo;
- info.icons[0][0] = 8 + object->index * 4 + 0;
- info.icons[0][1] = 8 + object->index * 4 + 1;
- info.icons[1][0] = 8 + object->index * 4 + 2;
- info.icons[1][1] = 8 + object->index * 4 + 3;
- VLC->modh->identifiers.requestIdentifier(scope, "object", "town", [=](si32 index)
- {
- // register town once objects are loaded
- JsonNode config = data["town"]["mapObject"];
- config["faction"].String() = name;
- config["faction"].meta = scope;
- if (config.meta.empty())// MODS COMPATIBILITY FOR 0.96
- config.meta = scope;
- VLC->objtypeh->loadSubObject(object->identifier, config, index, object->index);
- // MODS COMPATIBILITY FOR 0.96
- auto & advMap = data["town"]["adventureMap"];
- if (!advMap.isNull())
- {
- logGlobal->warnStream() << "Outdated town mod. Will try to generate valid templates out of fort";
- JsonNode config;
- config["animation"] = advMap["castle"];
- VLC->objtypeh->getHandlerFor(index, object->index)->addTemplate(config);
- }
- });
- }
- VLC->modh->identifiers.registerObject(scope, "faction", name, object->index);
- }
- void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
- {
- auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name));
- object->index = index;
- assert(factions[index] == nullptr); // ensure that this id was not loaded before
- factions[index] = object;
- if (object->town)
- {
- auto & info = object->town->clientInfo;
- info.icons[0][0] = (GameConstants::F_NUMBER + object->index) * 2 + 0;
- info.icons[0][1] = (GameConstants::F_NUMBER + object->index) * 2 + 1;
- info.icons[1][0] = object->index * 2 + 0;
- info.icons[1][1] = object->index * 2 + 1;
- VLC->modh->identifiers.requestIdentifier(scope, "object", "town", [=](si32 index)
- {
- // register town once objects are loaded
- JsonNode config = data["town"]["mapObject"];
- config["faction"].String() = name;
- config["faction"].meta = scope;
- VLC->objtypeh->loadSubObject(object->identifier, config, index, object->index);
- });
- }
- VLC->modh->identifiers.registerObject(scope, "faction", name, object->index);
- }
- void CTownHandler::afterLoadFinalization()
- {
- initializeRequirements();
- }
- void CTownHandler::initializeRequirements()
- {
- // must be done separately after all ID's are known
- for (auto & requirement : requirementsToLoad)
- {
- requirement.building->requirements = CBuilding::TRequired(requirement.json, [&](const JsonNode & node) -> BuildingID
- {
- if (node.Vector().size() > 1)
- {
- logGlobal->warnStream() << "Unexpected length of town buildings requirements: " << node.Vector().size();
- logGlobal->warnStream() << "Entry contains " << node;
- }
- return BuildingID(VLC->modh->identifiers.getIdentifier("building." + requirement.faction->identifier, node.Vector()[0]).get());
- });
- }
- requirementsToLoad.clear();
- }
- std::vector<bool> CTownHandler::getDefaultAllowed() const
- {
- std::vector<bool> allowedFactions;
- for(auto town : factions)
- {
- allowedFactions.push_back(town->town != nullptr);
- }
- return allowedFactions;
- }
- std::set<TFaction> CTownHandler::getAllowedFactions(bool withTown /*=true*/) const
- {
- std::set<TFaction> allowedFactions;
- std::vector<bool> allowed;
- if (withTown)
- allowed = getDefaultAllowed();
- else
- allowed.resize( factions.size(), true);
- for (size_t i=0; i<allowed.size(); i++)
- if (allowed[i])
- allowedFactions.insert(i);
- return allowedFactions;
- }
- si32 CTownHandler::decodeFaction(const std::string & identifier)
- {
- auto rawId = VLC->modh->identifiers.getIdentifier("core", "faction", identifier);
- if(rawId)
- return rawId.get();
- else
- return -1;
- }
- std::string CTownHandler::encodeFaction(const si32 index)
- {
- return VLC->townh->factions[index]->identifier;
- }
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