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Json can define any numberconst std::map<std::string, CBuilding::EBuildMode> CBuilding::MODES ={	{ "normal", CBuilding::BUILD_NORMAL },	{ "auto", CBuilding::BUILD_AUTO },	{ "special", CBuilding::BUILD_SPECIAL },	{ "grail", CBuilding::BUILD_GRAIL }};const std::map<std::string, CBuilding::ETowerHeight> CBuilding::TOWER_TYPES ={	{ "low", CBuilding::HEIGHT_LOW },	{ "average", CBuilding::HEIGHT_AVERAGE },	{ "high", CBuilding::HEIGHT_HIGH },	{ "skyship", CBuilding::HEIGHT_SKYSHIP }};std::string CBuilding::getJsonKey() const{	return modScope + ':' + identifier;;}std::string CBuilding::getNameTranslated() const{	return VLC->generaltexth->translate(getNameTextID());}std::string CBuilding::getDescriptionTranslated() const{	return VLC->generaltexth->translate(getDescriptionTextID());}std::string CBuilding::getBaseTextID() const{	return TextIdentifier("building", modScope, town->faction->identifier, identifier).get();}std::string CBuilding::getNameTextID() const{	return TextIdentifier(getBaseTextID(), "name").get();}std::string CBuilding::getDescriptionTextID() const{	return TextIdentifier(getBaseTextID(), "description").get();}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(const 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;}void CBuilding::addNewBonus(const std::shared_ptr<Bonus> & b, BonusList & bonusList) const{	bonusList.push_back(b);}CFaction::~CFaction(){	if (town)	{		delete town;		town = nullptr;	}}int32_t CFaction::getIndex() const{	return index;}int32_t CFaction::getIconIndex() const{	return index; //???}std::string CFaction::getJsonKey() const{	return modScope + ':' + identifier;;}void CFaction::registerIcons(const IconRegistar & cb) const{	if(town)	{		auto & info = town->clientInfo;		cb(info.icons[0][0], 0, "ITPT", info.iconLarge[0][0]);		cb(info.icons[0][1], 0, "ITPT", info.iconLarge[0][1]);		cb(info.icons[1][0], 0, "ITPT", info.iconLarge[1][0]);		cb(info.icons[1][1], 0, "ITPT", info.iconLarge[1][1]);		cb(info.icons[0][0] + 2, 0, "ITPA", info.iconSmall[0][0]);		cb(info.icons[0][1] + 2, 0, "ITPA", info.iconSmall[0][1]);		cb(info.icons[1][0] + 2, 0, "ITPA", info.iconSmall[1][0]);		cb(info.icons[1][1] + 2, 0, "ITPA", info.iconSmall[1][1]);		cb(index, 1, "CPRSMALL", info.towerIconSmall);		cb(index, 1, "TWCRPORT", info.towerIconLarge);	}}std::string CFaction::getNameTranslated() const{	return VLC->generaltexth->translate(getNameTextID());}std::string CFaction::getNameTextID() const{	return TextIdentifier("faction", modScope, identifier, "name").get();}FactionID CFaction::getId() const{	return FactionID(index);}FactionID CFaction::getFaction() const{	return FactionID(index);}bool CFaction::hasTown() const{	return town != nullptr;}EAlignment CFaction::getAlignment() const{	return alignment;}EBoatId CFaction::getBoatType() const{	return boatType.toEnum();}TerrainId CFaction::getNativeTerrain() const{	return nativeTerrain;}void CFaction::updateFrom(const JsonNode & data){}void CFaction::serializeJson(JsonSerializeFormat & handler){}CTown::CTown()	: faction(nullptr), mageLevel(0), primaryRes(0), moatAbility(SpellID::NONE), defaultTavernChance(0){}CTown::~CTown(){	for(auto & build : buildings)		build.second.dellNull();	for(auto & str : clientInfo.structures)		str.dellNull();}std::string CTown::getRandomNameTranslated(size_t index) const{	return VLC->generaltexth->translate(getRandomNameTextID(index));}std::string CTown::getRandomNameTextID(size_t index) const{	return TextIdentifier("faction", faction->modScope, faction->identifier, "randomName", index).get();}size_t CTown::getRandomNamesCount() const{	return namesCount;}std::string CTown::getBuildingScope() const{	if(faction == nullptr)		//no faction == random faction		return "building";	else		return "building." + faction->getJsonKey();}std::set<si32> CTown::getAllBuildings() const{	std::set<si32> res;	for(const auto & b : buildings)	{		res.insert(b.first.num);	}	return res;}const CBuilding * CTown::getSpecialBuilding(BuildingSubID::EBuildingSubID subID) const{	for(const auto & kvp : buildings)	{		if(kvp.second->subId == subID)			return buildings.at(kvp.first);	}	return nullptr;}BuildingID::EBuildingID CTown::getBuildingType(BuildingSubID::EBuildingSubID subID) const{	const auto * building = getSpecialBuilding(subID);	return building == nullptr ? BuildingID::NONE : building->bid.num;}std::string CTown::getGreeting(BuildingSubID::EBuildingSubID subID) const{	return CTownHandler::getMappedValue<const std::string, BuildingSubID::EBuildingSubID>(subID, std::string(), specialMessages, false);}void CTown::setGreeting(BuildingSubID::EBuildingSubID subID, const std::string & message) const{	specialMessages.insert(std::pair<BuildingSubID::EBuildingSubID, const std::string>(subID, message));}CTownHandler::CTownHandler():	randomTown(new CTown()),	randomFaction(new CFaction()){	randomFaction->town = randomTown;	randomTown->faction = randomFaction;	randomFaction->identifier = "random";	randomFaction->modScope = "core";}CTownHandler::~CTownHandler(){	delete randomTown;}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;}TPropagatorPtr & CTownHandler::emptyPropagator(){	static TPropagatorPtr emptyProp(nullptr);	return emptyProp;}std::vector<JsonNode> CTownHandler::loadLegacyData(){	size_t dataSize = VLC->settings()->getInteger(EGameSettings::TEXTS_FACTION);	std::vector<JsonNode> dest(dataSize);	objects.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(CBuilding * building, const JsonNode & source, std::vector<BuildingRequirementsHelper> & bidsToLoad) const{	if (source.isNull())		return;	BuildingRequirementsHelper hlp;	hlp.building = building;	hlp.town = building->town;	hlp.json = source;	bidsToLoad.push_back(hlp);}template<typename R, typename K>R CTownHandler::getMappedValue(const K key, const R defval, const std::map<K, R> & map, bool required){	auto it = map.find(key);	if(it != map.end())		return it->second;	if(required)		logMod->warn("Warning: Property: '%s' is unknown. Correct the typo or update VCMI.", key);	return defval;}template<typename R>R CTownHandler::getMappedValue(const JsonNode & node, const R defval, const std::map<std::string, R> & map, bool required){	if(!node.isNull() && node.getType() == JsonNode::JsonType::DATA_STRING)		return getMappedValue<R, std::string>(node.String(), defval, map, required);	return defval;}void CTownHandler::addBonusesForVanilaBuilding(CBuilding * building) const{	std::shared_ptr<Bonus> b;	static TPropagatorPtr playerPropagator = std::make_shared<CPropagatorNodeType>(CBonusSystemNode::ENodeTypes::PLAYER);	if(building->bid == BuildingID::TAVERN)	{		b = createBonus(building, BonusType::MORALE, +1);	}	switch(building->subId)	{	case BuildingSubID::BROTHERHOOD_OF_SWORD:		b = createBonus(building, BonusType::MORALE, +2);		building->overrideBids.insert(BuildingID::TAVERN);		break;	case BuildingSubID::FOUNTAIN_OF_FORTUNE:		b = createBonus(building, BonusType::LUCK, +2);		break;	case BuildingSubID::SPELL_POWER_GARRISON_BONUS:		b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER);		break;	case BuildingSubID::ATTACK_GARRISON_BONUS:		b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::ATTACK);		break;	case BuildingSubID::DEFENSE_GARRISON_BONUS:		b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE);		break;	case BuildingSubID::LIGHTHOUSE:		b = createBonus(building, BonusType::MOVEMENT, +500, playerPropagator, 0);		break;	}	if(b)		building->addNewBonus(b, building->buildingBonuses);}std::shared_ptr<Bonus> CTownHandler::createBonus(CBuilding * build, BonusType type, int val, int subtype) const{	return createBonus(build, type, val, emptyPropagator(), subtype);}std::shared_ptr<Bonus> CTownHandler::createBonus(CBuilding * build, BonusType type, int val, TPropagatorPtr & prop, int subtype) const{	std::ostringstream descr;	descr << build->getNameTranslated();	return createBonusImpl(build->bid, type, val, prop, descr.str(), subtype);}std::shared_ptr<Bonus> CTownHandler::createBonusImpl(const BuildingID & building,													 BonusType type,													 int val,													 TPropagatorPtr & prop,													 const std::string & description,													 int subtype) const{	auto b = std::make_shared<Bonus>(BonusDuration::PERMANENT, type, BonusSource::TOWN_STRUCTURE, val, building, description, subtype);	if(prop)		b->addPropagator(prop);	return b;}void CTownHandler::loadSpecialBuildingBonuses(const JsonNode & source, BonusList & bonusList, CBuilding * building){	for(const auto & b : source.Vector())	{		auto bonus = JsonUtils::parseBuildingBonus(b, building->bid, building->getNameTranslated());		if(bonus == nullptr)			continue;		bonus->sid = Bonus::getSid32(building->town->faction->getIndex(), building->bid);		//JsonUtils::parseBuildingBonus produces UNKNOWN type propagator instead of empty.		if(bonus->propagator != nullptr			&& bonus->propagator->getPropagatorType() == CBonusSystemNode::ENodeTypes::UNKNOWN)				bonus->addPropagator(emptyPropagator());		building->addNewBonus(bonus, bonusList);	}}void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, const JsonNode & source){	assert(stringID.find(':') == std::string::npos);	assert(!source.meta.empty());	auto * ret = new CBuilding();	ret->bid = getMappedValue<BuildingID, std::string>(stringID, BuildingID::NONE, MappedKeys::BUILDING_NAMES_TO_TYPES, false);	ret->subId = BuildingSubID::NONE;	if(ret->bid == BuildingID::NONE && !source["id"].isNull())	{		// FIXME: A lot of false-positives with no clear way to handle them in mods		//logMod->warn("Building %s: id field is deprecated", stringID);		ret->bid = source["id"].isNull() ? BuildingID(BuildingID::NONE) : BuildingID(source["id"].Float());	}	if (ret->bid == BuildingID::NONE)		logMod->error("Building '%s' isn't recognized and won't work properly. Correct the typo or update VCMI.", stringID);	ret->mode = ret->bid == BuildingID::GRAIL		? CBuilding::BUILD_GRAIL		: getMappedValue<CBuilding::EBuildMode>(source["mode"], CBuilding::BUILD_NORMAL, CBuilding::MODES);	ret->height = getMappedValue<CBuilding::ETowerHeight>(source["height"], CBuilding::HEIGHT_NO_TOWER, CBuilding::TOWER_TYPES);	ret->identifier = stringID;	ret->modScope = source.meta;	ret->town = town;	VLC->generaltexth->registerString(source.meta, ret->getNameTextID(), source["name"].String());	VLC->generaltexth->registerString(source.meta, ret->getDescriptionTextID(), source["description"].String());	ret->resources = TResources(source["cost"]);	ret->produce =   TResources(source["produce"]);	if(ret->bid == BuildingID::TAVERN)		addBonusesForVanilaBuilding(ret);	else if(ret->bid.IsSpecialOrGrail())	{		loadSpecialBuildingBonuses(source["bonuses"], ret->buildingBonuses, ret);		if(ret->buildingBonuses.empty())		{			ret->subId = getMappedValue<BuildingSubID::EBuildingSubID>(source["type"], BuildingSubID::NONE, MappedKeys::SPECIAL_BUILDINGS);			addBonusesForVanilaBuilding(ret);		}		loadSpecialBuildingBonuses(source["onVisitBonuses"], ret->onVisitBonuses, ret);		if(!ret->onVisitBonuses.empty())		{			if(ret->subId == BuildingSubID::NONE)				ret->subId = BuildingSubID::CUSTOM_VISITING_BONUS;			for(auto & bonus : ret->onVisitBonuses)				bonus->sid = Bonus::getSid32(ret->town->faction->getIndex(), ret->bid);		}				if(source["type"].String() == "configurable" && ret->subId == BuildingSubID::NONE)		{			ret->subId = BuildingSubID::CUSTOM_VISITING_REWARD;			ret->rewardableObjectInfo.init(source, ret->getBaseTextID());		}	}	//MODS COMPATIBILITY FOR 0.96	if(!ret->produce.nonZero())	{		switch (ret->bid) {			break; case BuildingID::VILLAGE_HALL: ret->produce[EGameResID::GOLD] = 500;			break; case BuildingID::TOWN_HALL :   ret->produce[EGameResID::GOLD] = 1000;			break; case BuildingID::CITY_HALL :   ret->produce[EGameResID::GOLD] = 2000;			break; case BuildingID::CAPITOL :     ret->produce[EGameResID::GOLD] = 4000;			break; case BuildingID::GRAIL :       ret->produce[EGameResID::GOLD] = 5000;			break; case BuildingID::RESOURCE_SILO :			{				switch (ret->town->primaryRes.toEnum())				{					case EGameResID::GOLD:						ret->produce[ret->town->primaryRes] = 500;						break;					case EGameResID::WOOD_AND_ORE:						ret->produce[EGameResID::WOOD] = 1;						ret->produce[EGameResID::ORE] = 1;						break;					default:						ret->produce[ret->town->primaryRes] = 1;						break;				}			}		}	}	loadBuildingRequirements(ret, source["requires"], requirementsToLoad);	if(ret->bid.IsSpecialOrGrail())		loadBuildingRequirements(ret, source["overrides"], overriddenBidsToLoad);	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 % ret->town->faction->getNameTranslated()));		}		VLC->modh->identifiers.requestIdentifier(ret->town->getBuildingScope(), source["upgrades"], [=](si32 identifier)		{			ret->upgrade = BuildingID(identifier);		});	}	else		ret->upgrade = BuildingID::NONE;	ret->town->buildings[ret->bid] = ret;	registerObject(source.meta, ret->town->getBuildingScope(), ret->identifier, ret->bid);}void CTownHandler::loadBuildings(CTown * town, const JsonNode & source){	if(source.isStruct())	{		for(const 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) const{	auto * ret = new CStructure();	ret->building = nullptr;	ret->buildable = nullptr;	VLC->modh->identifiers.tryRequestIdentifier( source.meta, "building." + town.faction->getJsonKey(), stringID, [=, &town](si32 identifier) mutable	{		ret->building = town.buildings[BuildingID(identifier)];	});	if (source["builds"].isNull())	{		VLC->modh->identifiers.tryRequestIdentifier( source.meta, "building." + town.faction->getJsonKey(), stringID, [=, &town](si32 identifier) mutable		{			ret->building = town.buildings[BuildingID(identifier)];		});	}	else	{		VLC->modh->identifiers.requestIdentifier("building." + town.faction->getJsonKey(), source["builds"], [=, &town](si32 identifier) mutable		{			ret->buildable = town.buildings[BuildingID(identifier)];		});	}	ret->identifier = stringID;	ret->pos.x = static_cast<si32>(source["x"].Float());	ret->pos.y = static_cast<si32>(source["y"].Float());	ret->pos.z = static_cast<si32>(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.emplace_back(ret);}void CTownHandler::loadStructures(CTown &town, const JsonNode & source) const{	for(const auto & node : source.Struct())	{		if (!node.second.isNull())			loadStructure(town, node.first, node.second);	}}void CTownHandler::loadTownHall(CTown &town, const JsonNode & source) const{	auto & dstSlots = town.clientInfo.hallSlots;	const auto & srcSlots = source.Vector();	dstSlots.resize(srcSlots.size());	for(size_t i=0; i<dstSlots.size(); i++)	{		auto & dstRow = dstSlots[i];		const auto & srcRow = srcSlots[i].Vector();		dstRow.resize(srcRow.size());		for(size_t j=0; j < dstRow.size(); j++)		{			auto & dstBox = dstRow[j];			const auto & srcBox = srcRow[j].Vector();			dstBox.resize(srcBox.size());			for(size_t k=0; k<dstBox.size(); k++)			{				auto & dst = dstBox[k];				const auto & src = srcBox[k];				VLC->modh->identifiers.requestIdentifier("building." + town.faction->getJsonKey(), src, [&](si32 identifier)				{					dst = BuildingID(identifier);				});			}		}	}}Point JsonToPoint(const JsonNode & node){	if(!node.isStruct())		return Point::makeInvalid();	Point ret;	ret.x = static_cast<si32>(node["x"].Float());	ret.y = static_cast<si32>(node["y"].Float());	return ret;}void CTownHandler::loadSiegeScreen(CTown &town, const JsonNode & source) const{	town.clientInfo.siegePrefix = source["imagePrefix"].String();	town.clientInfo.towerIconSmall = source["towerIconSmall"].String();	town.clientInfo.towerIconLarge = source["towerIconLarge"].String();	VLC->modh->identifiers.requestIdentifier("creature", source["shooter"], [&town](si32 creature)	{		auto crId = CreatureID(creature);		if((*VLC->creh)[crId]->animation.missleFrameAngles.empty())			logMod->error("Mod '%s' error: Creature '%s' on the Archer's tower is not a shooter. Mod should be fixed. Siege will not work properly!"				, town.faction->getNameTranslated()				, (*VLC->creh)[crId]->getNameSingularTranslated());		town.clientInfo.siegeShooter = crId;	});	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::JsonType::DATA_STRUCT) // don't crash on old format	{		small = source["small"].String();		large = source["large"].String();	}}void CTownHandler::loadClientData(CTown &town, const JsonNode & source) const{	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().empty())		info.guildBackground = source["guildBackground"].String();	else		info.guildBackground = "TPMAGE.bmp";	if(!source["tavernVideo"].String().empty())	    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){	const auto * resIter = boost::find(GameConstants::RESOURCE_NAMES, source["primaryResource"].String());	if(resIter == std::end(GameConstants::RESOURCE_NAMES))		town->primaryRes = GameResID(EGameResID::WOOD_AND_ORE); //Wood + Ore	else		town->primaryRes = GameResID(resIter - std::begin(GameConstants::RESOURCE_NAMES));	warMachinesToLoad[town] = source["warMachine"];	town->mageLevel = static_cast<ui32>(source["mageGuild"].Float());	town->namesCount = 0;	for(const auto & name : source["names"].Vector())	{		VLC->generaltexth->registerString(town->faction->modScope, town->getRandomNameTextID(town->namesCount), name.String());		town->namesCount += 1;	}	if (!source["moatAbility"].isNull()) // VCMI 1.2 compatibility code	{		VLC->modh->identifiers.requestIdentifier( "spell", source["moatAbility"], [=](si32 ability)		{			town->moatAbility = SpellID(ability);		});	}	else	{		VLC->modh->identifiers.requestIdentifier( source.meta, "spell", "castleMoat", [=](si32 ability)		{			town->moatAbility = SpellID(ability);		});	}	//  Horde building creature level	for(const JsonNode &node : source["horde"].Vector())		town->hordeLvl[static_cast<int>(town->hordeLvl.size())] = static_cast<int>(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[static_cast<int>(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], [=](si32 creature)			{				town->creatures[i][j] = CreatureID(creature);			});		}	}	town->defaultTavernChance = static_cast<ui32>(source["defaultTavern"].Float());	/// set chance of specific hero class to appear in this town	for(const auto & node : source["tavern"].Struct())	{		int chance = static_cast<int>(node.second.Float());		VLC->modh->identifiers.requestIdentifier(node.second.meta, "heroClass",node.first, [=](si32 classID)		{			VLC->heroh->classes[HeroClassID(classID)]->selectionProbability[town->faction->getId()] = chance;		});	}	for(const auto & node : source["guildSpells"].Struct())	{		int chance = static_cast<int>(node.second.Float());		VLC->modh->identifiers.requestIdentifier(node.second.meta, "spell", node.first, [=](si32 spellID)		{			VLC->spellh->objects.at(spellID)->probabilities[town->faction->getId()] = 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) const{	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 = static_cast<si16>(piece["x"].Float());		spi.y = static_cast<si16>(piece["y"].Float());		spi.whenUncovered = static_cast<ui16>(piece["index"].Float());		spi.number = static_cast<ui16>(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 std::string & scope, const JsonNode & source, const std::string & identifier, size_t index){	assert(identifier.find(':') == std::string::npos);	auto * faction = new CFaction();	faction->index = static_cast<FactionID>(index);	faction->modScope = scope;	faction->identifier = identifier;	VLC->generaltexth->registerString(scope, faction->getNameTextID(), source["name"].String());	faction->creatureBg120 = source["creatureBackground"]["120px"].String();	faction->creatureBg130 = source["creatureBackground"]["130px"].String();	faction->boatType = EBoatId::CASTLE; //Do not crash	if (!source["boat"].isNull())	{		VLC->modh->identifiers.requestIdentifier("core:boat", source["boat"], [=](int32_t boatTypeID)		{			faction->boatType = BoatId(boatTypeID);		});	}	int alignment = vstd::find_pos(GameConstants::ALIGNMENT_NAMES, source["alignment"].String());	if (alignment == -1)		faction->alignment = EAlignment::NEUTRAL;	else		faction->alignment = static_cast<EAlignment>(alignment);		auto preferUndergound = source["preferUndergroundPlacement"];	faction->preferUndergroundPlacement = preferUndergound.isNull() ? false : preferUndergound.Bool();	// NOTE: semi-workaround - normally, towns are supposed to have native terrains.	// Towns without one are exceptions. So, vcmi requires nativeTerrain to be defined	// But allows it to be defined with explicit value of "none" if town should not have native terrain	// This is better than allowing such terrain-less towns silently, leading to issues with RMG	faction->nativeTerrain = ETerrainId::NONE;	if ( !source["nativeTerrain"].isNull() && source["nativeTerrain"].String() != "none")	{		VLC->modh->identifiers.requestIdentifier("terrain", source["nativeTerrain"], [=](int32_t index){			faction->nativeTerrain = TerrainId(index);			auto const & terrain = VLC->terrainTypeHandler->getById(faction->nativeTerrain);			if (!terrain->isSurface() && !terrain->isUnderground())				logMod->warn("Faction %s has terrain %s as native, but terrain is not suitable for either surface or subterranean layers!", faction->getJsonKey(), terrain->getJsonKey());		});	}	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(scope, data, name, objects.size());	objects.emplace_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			const auto & advMap = data["town"]["adventureMap"];			if (!advMap.isNull())			{				logMod->warn("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);			}		});	}	registerObject(scope, "faction", name, object->index);}void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index){	auto * object = loadFromJson(scope, data, name, index);	if (objects.size() > index)		assert(objects[index] == nullptr); // ensure that this id was not loaded before	else		objects.resize(index + 1);	objects[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);		});	}	registerObject(scope, "faction", name, object->index);}void CTownHandler::loadRandomFaction(){	static const ResourceID randomFactionPath("config/factions/random.json");	JsonNode randomFactionJson(randomFactionPath);	randomFactionJson.setMeta(CModHandler::scopeBuiltin(), true);	loadBuildings(randomTown, randomFactionJson["random"]["town"]["buildings"]);}void CTownHandler::loadCustom(){	loadRandomFaction();}void CTownHandler::afterLoadFinalization(){	initializeRequirements();	initializeOverridden();	initializeWarMachines();}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)			{				logMod->warn("Unexpected length of town buildings requirements: %d", node.Vector().size());				logMod->warn("Entry contains: ");				logMod->warn(node.toJson());			}			return BuildingID(VLC->modh->identifiers.getIdentifier(requirement.town->getBuildingScope(), node.Vector()[0]).value());		});	}	requirementsToLoad.clear();}void CTownHandler::initializeOverridden(){	for(auto & bidHelper : overriddenBidsToLoad)	{		auto jsonNode = bidHelper.json;		auto scope = bidHelper.town->getBuildingScope();		for(const auto & b : jsonNode.Vector())		{			auto bid = BuildingID(VLC->modh->identifiers.getIdentifier(scope, b).value());			bidHelper.building->overrideBids.insert(bid);		}	}	overriddenBidsToLoad.clear();}void CTownHandler::initializeWarMachines(){	// must be done separately after all objects are loaded	for(auto & p : warMachinesToLoad)	{		CTown * t = p.first;		JsonNode creatureKey = p.second;		auto ret = VLC->modh->identifiers.getIdentifier("creature", creatureKey, false);		if(ret)		{			const CCreature * creature = CreatureID(*ret).toCreature();			t->warMachine = creature->warMachine;		}	}	warMachinesToLoad.clear();}std::vector<bool> CTownHandler::getDefaultAllowed() const{	std::vector<bool> allowedFactions;	allowedFactions.reserve(objects.size());	for(auto town : objects)	{		allowedFactions.push_back(town->town != nullptr);	}	return allowedFactions;}std::set<FactionID> CTownHandler::getAllowedFactions(bool withTown) const{	std::set<FactionID> allowedFactions;	std::vector<bool> allowed;	if (withTown)		allowed = getDefaultAllowed();	else		allowed.resize( objects.size(), true);	for (size_t i=0; i<allowed.size(); i++)		if (allowed[i])			allowedFactions.insert(static_cast<FactionID>(i));	return allowedFactions;}const std::vector<std::string> & CTownHandler::getTypeNames() const{	static const std::vector<std::string> typeNames = { "faction", "town" };	return typeNames;}VCMI_LIB_NAMESPACE_END
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