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- /*
- *
- * JsonRandom.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 "JsonRandom.h"
- #include "../JsonNode.h"
- #include "../CRandomGenerator.h"
- #include "../StringConstants.h"
- #include "../VCMI_Lib.h"
- #include "../CModHandler.h"
- #include "../CArtHandler.h"
- #include "../CCreatureHandler.h"
- #include "../CCreatureSet.h"
- #include "../spells/CSpellHandler.h"
- namespace JsonRandom
- {
- si32 loadValue(const JsonNode & value, CRandomGenerator & rng, si32 defaultValue)
- {
- if (value.isNull())
- return defaultValue;
- if (value.getType() == JsonNode::DATA_FLOAT)
- return value.Float();
- if (!value["amount"].isNull())
- return value["amount"].Float();
- si32 min = value["min"].Float();
- si32 max = value["max"].Float();
- return rng.getIntRange(min, max)();
- }
- TResources loadResources(const JsonNode & value, CRandomGenerator & rng)
- {
- TResources ret;
- for (size_t i=0; i<GameConstants::RESOURCE_QUANTITY; i++)
- {
- ret[i] = loadValue(value[GameConstants::RESOURCE_NAMES[i]], rng);
- }
- return ret;
- }
- std::vector<si32> loadPrimary(const JsonNode & value, CRandomGenerator & rng)
- {
- std::vector<si32> ret;
- for (auto & name : PrimarySkill::names)
- {
- ret.push_back(loadValue(value[name], rng));
- }
- return ret;
- }
- std::map<SecondarySkill, si32> loadSecondary(const JsonNode & value, CRandomGenerator & rng)
- {
- std::map<SecondarySkill, si32> ret;
- for (auto & pair : value.Struct())
- {
- SecondarySkill id(VLC->modh->identifiers.getIdentifier(pair.second.meta, "skill", pair.first).get());
- ret[id] = loadValue(pair.second, rng);
- }
- return ret;
- }
- ArtifactID loadArtifact(const JsonNode & value, CRandomGenerator & rng)
- {
- if (value.getType() == JsonNode::DATA_STRING)
- return ArtifactID(VLC->modh->identifiers.getIdentifier("artifact", value).get());
- std::set<CArtifact::EartClass> allowedClasses;
- std::set<ArtifactPosition> allowedPositions;
- ui32 minValue = 0;
- ui32 maxValue = std::numeric_limits<ui32>::max();
- if (value["class"].getType() == JsonNode::DATA_STRING)
- allowedClasses.insert(VLC->arth->stringToClass(value["class"].String()));
- else
- for (auto & entry : value["class"].Vector())
- allowedClasses.insert(VLC->arth->stringToClass(entry.String()));
- if (value["slot"].getType() == JsonNode::DATA_STRING)
- allowedPositions.insert(VLC->arth->stringToSlot(value["class"].String()));
- else
- for (auto & entry : value["slot"].Vector())
- allowedPositions.insert(VLC->arth->stringToSlot(entry.String()));
- if (!value["minValue"].isNull()) minValue = value["minValue"].Float();
- if (!value["maxValue"].isNull()) maxValue = value["maxValue"].Float();
- return VLC->arth->pickRandomArtifact(rng, [=](ArtifactID artID) -> bool
- {
- CArtifact * art = VLC->arth->artifacts[artID];
- if (!vstd::iswithin(art->price, minValue, maxValue))
- return false;
- if (!allowedClasses.empty() && !allowedClasses.count(art->aClass))
- return false;
- if (!allowedPositions.empty())
- {
- for (auto pos : art->possibleSlots[ArtBearer::HERO])
- {
- if (allowedPositions.count(pos))
- return true;
- }
- return false;
- }
- return true;
- });
- }
- std::vector<ArtifactID> loadArtifacts(const JsonNode & value, CRandomGenerator & rng)
- {
- std::vector<ArtifactID> ret;
- for (const JsonNode & entry : value.Vector())
- {
- ret.push_back(loadArtifact(entry, rng));
- }
- return ret;
- }
- SpellID loadSpell(const JsonNode & value, CRandomGenerator & rng, std::vector<SpellID> spells)
- {
- if (value.getType() == JsonNode::DATA_STRING)
- return SpellID(VLC->modh->identifiers.getIdentifier("spell", value).get());
- if (value["type"].getType() == JsonNode::DATA_STRING)
- return SpellID(VLC->modh->identifiers.getIdentifier("spell", value["type"]).get());
- vstd::erase_if(spells, [=](SpellID spell)
- {
- return VLC->spellh->objects[spell]->level != si32(value["level"].Float());
- });
- return SpellID(*RandomGeneratorUtil::nextItem(spells, rng));
- }
- std::vector<SpellID> loadSpells(const JsonNode & value, CRandomGenerator & rng, std::vector<SpellID> spells)
- {
- // possible extensions: (taken from spell json config)
- // "type": "adventure",//"adventure", "combat", "ability"
- // "school": {"air":true, "earth":true, "fire":true, "water":true},
- // "level": 1,
- std::vector<SpellID> ret;
- for (const JsonNode & entry : value.Vector())
- {
- ret.push_back(loadSpell(entry, rng, spells));
- }
- return ret;
- }
- CStackBasicDescriptor loadCreature(const JsonNode & value, CRandomGenerator & rng)
- {
- CStackBasicDescriptor stack;
- stack.type = VLC->creh->creatures[VLC->modh->identifiers.getIdentifier("creature", value["type"]).get()];
- stack.count = loadValue(value, rng);
- if (!value["upgradeChance"].isNull() && !stack.type->upgrades.empty())
- {
- if (int(value["upgradeChance"].Float()) > rng.nextInt(99)) // select random upgrade
- {
- stack.type = VLC->creh->creatures[*RandomGeneratorUtil::nextItem(stack.type->upgrades, rng)];
- }
- }
- return stack;
- }
- std::vector<CStackBasicDescriptor> loadCreatures(const JsonNode & value, CRandomGenerator & rng)
- {
- std::vector<CStackBasicDescriptor> ret;
- for (const JsonNode & node : value.Vector())
- {
- ret.push_back(loadCreature(node, rng));
- }
- return ret;
- }
- std::vector<RandomStackInfo> evaluateCreatures(const JsonNode & value)
- {
- std::vector<RandomStackInfo> ret;
- for (const JsonNode & node : value.Vector())
- {
- RandomStackInfo info;
- if (!node["amount"].isNull())
- info.minAmount = info.maxAmount = node["amount"].Float();
- else
- {
- info.minAmount = node["min"].Float();
- info.maxAmount = node["max"].Float();
- }
- const CCreature * crea = VLC->creh->creatures[VLC->modh->identifiers.getIdentifier("creature", node["type"]).get()];
- info.allowedCreatures.push_back(crea);
- if (node["upgradeChance"].Float() > 0)
- {
- for (auto creaID : crea->upgrades)
- info.allowedCreatures.push_back(VLC->creh->creatures[creaID]);
- }
- ret.push_back(info);
- }
- return ret;
- }
- //std::vector<Component> loadComponents(const JsonNode & value)
- //{
- // std::vector<Component> ret;
- // return ret;
- // //TODO
- //}
- std::vector<Bonus> DLL_LINKAGE loadBonuses(const JsonNode & value)
- {
- std::vector<Bonus> ret;
- for (const JsonNode & entry : value.Vector())
- {
- auto bonus = JsonUtils::parseBonus(entry);
- ret.push_back(*bonus);
- }
- return ret;
- }
- }
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