CBankInstanceConstructor.cpp 6.6 KB

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  1. /*
  2. * CBankInstanceConstructor.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 "CBankInstanceConstructor.h"
  12. #include "../JsonRandom.h"
  13. #include "../CGeneralTextHandler.h"
  14. #include "../IGameCallback.h"
  15. VCMI_LIB_NAMESPACE_BEGIN
  16. bool CBankInstanceConstructor::hasNameTextID() const
  17. {
  18. return true;
  19. }
  20. void CBankInstanceConstructor::initTypeData(const JsonNode & input)
  21. {
  22. if (input.Struct().count("name") == 0)
  23. logMod->warn("Bank %s missing name!", getJsonKey());
  24. VLC->generaltexth->registerString(input.meta, getNameTextID(), input["name"].String());
  25. levels = input["levels"].Vector();
  26. bankResetDuration = static_cast<si32>(input["resetDuration"].Float());
  27. }
  28. CGObjectInstance *CBankInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
  29. {
  30. return createTyped(tmpl);
  31. }
  32. BankConfig CBankInstanceConstructor::generateConfig(const JsonNode & level, CRandomGenerator & rng) const
  33. {
  34. BankConfig bc;
  35. bc.chance = static_cast<ui32>(level["chance"].Float());
  36. bc.guards = JsonRandom::loadCreatures(level["guards"], rng);
  37. bc.upgradeChance = static_cast<ui32>(level["upgrade_chance"].Float());
  38. bc.combatValue = static_cast<ui32>(level["combat_value"].Float());
  39. std::vector<SpellID> spells;
  40. IObjectInterface::cb->getAllowedSpells(spells);
  41. bc.resources = ResourceSet(level["reward"]["resources"]);
  42. bc.creatures = JsonRandom::loadCreatures(level["reward"]["creatures"], rng);
  43. bc.artifacts = JsonRandom::loadArtifacts(level["reward"]["artifacts"], rng);
  44. bc.spells = JsonRandom::loadSpells(level["reward"]["spells"], rng, spells);
  45. bc.value = static_cast<ui32>(level["value"].Float());
  46. return bc;
  47. }
  48. void CBankInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
  49. {
  50. auto * bank = dynamic_cast<CBank *>(object);
  51. bank->resetDuration = bankResetDuration;
  52. si32 totalChance = 0;
  53. for(const auto & node : levels)
  54. totalChance += static_cast<si32>(node["chance"].Float());
  55. assert(totalChance != 0);
  56. si32 selectedChance = rng.nextInt(totalChance - 1);
  57. int cumulativeChance = 0;
  58. for(const auto & node : levels)
  59. {
  60. cumulativeChance += static_cast<int>(node["chance"].Float());
  61. if(selectedChance < cumulativeChance)
  62. {
  63. bank->setConfig(generateConfig(node, rng));
  64. break;
  65. }
  66. }
  67. }
  68. CBankInfo::CBankInfo(const JsonVector & Config) :
  69. config(Config)
  70. {
  71. assert(!Config.empty());
  72. }
  73. static void addStackToArmy(IObjectInfo::CArmyStructure & army, const CCreature * crea, si32 amount)
  74. {
  75. army.totalStrength += crea->getFightValue() * amount;
  76. bool walker = true;
  77. if(crea->hasBonusOfType(BonusType::SHOOTER))
  78. {
  79. army.shootersStrength += crea->getFightValue() * amount;
  80. walker = false;
  81. }
  82. if(crea->hasBonusOfType(BonusType::FLYING))
  83. {
  84. army.flyersStrength += crea->getFightValue() * amount;
  85. walker = false;
  86. }
  87. if(walker)
  88. army.walkersStrength += crea->getFightValue() * amount;
  89. }
  90. IObjectInfo::CArmyStructure CBankInfo::minGuards() const
  91. {
  92. std::vector<IObjectInfo::CArmyStructure> armies;
  93. for(auto configEntry : config)
  94. {
  95. auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
  96. IObjectInfo::CArmyStructure army;
  97. for(auto & stack : stacks)
  98. {
  99. assert(!stack.allowedCreatures.empty());
  100. auto weakest = boost::range::min_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
  101. {
  102. return a->getFightValue() < b->getFightValue();
  103. });
  104. addStackToArmy(army, *weakest, stack.minAmount);
  105. }
  106. armies.push_back(army);
  107. }
  108. return *boost::range::min_element(armies);
  109. }
  110. IObjectInfo::CArmyStructure CBankInfo::maxGuards() const
  111. {
  112. std::vector<IObjectInfo::CArmyStructure> armies;
  113. for(auto configEntry : config)
  114. {
  115. auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
  116. IObjectInfo::CArmyStructure army;
  117. for(auto & stack : stacks)
  118. {
  119. assert(!stack.allowedCreatures.empty());
  120. auto strongest = boost::range::max_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
  121. {
  122. return a->getFightValue() < b->getFightValue();
  123. });
  124. addStackToArmy(army, *strongest, stack.maxAmount);
  125. }
  126. armies.push_back(army);
  127. }
  128. return *boost::range::max_element(armies);
  129. }
  130. TPossibleGuards CBankInfo::getPossibleGuards() const
  131. {
  132. TPossibleGuards out;
  133. for(const JsonNode & configEntry : config)
  134. {
  135. const JsonNode & guardsInfo = configEntry["guards"];
  136. auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
  137. IObjectInfo::CArmyStructure army;
  138. for(auto stack : stacks)
  139. {
  140. army.totalStrength += stack.allowedCreatures.front()->getAIValue() * (stack.minAmount + stack.maxAmount) / 2;
  141. //TODO: add fields for flyers, walkers etc...
  142. }
  143. ui8 chance = static_cast<ui8>(configEntry["chance"].Float());
  144. out.push_back(std::make_pair(chance, army));
  145. }
  146. return out;
  147. }
  148. std::vector<PossibleReward<TResources>> CBankInfo::getPossibleResourcesReward() const
  149. {
  150. std::vector<PossibleReward<TResources>> result;
  151. for(const JsonNode & configEntry : config)
  152. {
  153. const JsonNode & resourcesInfo = configEntry["reward"]["resources"];
  154. if(!resourcesInfo.isNull())
  155. {
  156. result.emplace_back(configEntry["chance"].Integer(), TResources(resourcesInfo));
  157. }
  158. }
  159. return result;
  160. }
  161. std::vector<PossibleReward<CStackBasicDescriptor>> CBankInfo::getPossibleCreaturesReward() const
  162. {
  163. std::vector<PossibleReward<CStackBasicDescriptor>> aproximateReward;
  164. for(const JsonNode & configEntry : config)
  165. {
  166. const JsonNode & guardsInfo = configEntry["reward"]["creatures"];
  167. auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
  168. for(auto stack : stacks)
  169. {
  170. const auto * creature = stack.allowedCreatures.front();
  171. aproximateReward.emplace_back(configEntry["chance"].Integer(), CStackBasicDescriptor(creature, (stack.minAmount + stack.maxAmount) / 2));
  172. }
  173. }
  174. return aproximateReward;
  175. }
  176. bool CBankInfo::givesResources() const
  177. {
  178. for(const JsonNode & node : config)
  179. if(!node["reward"]["resources"].isNull())
  180. return true;
  181. return false;
  182. }
  183. bool CBankInfo::givesArtifacts() const
  184. {
  185. for(const JsonNode & node : config)
  186. if(!node["reward"]["artifacts"].isNull())
  187. return true;
  188. return false;
  189. }
  190. bool CBankInfo::givesCreatures() const
  191. {
  192. for(const JsonNode & node : config)
  193. if(!node["reward"]["creatures"].isNull())
  194. return true;
  195. return false;
  196. }
  197. bool CBankInfo::givesSpells() const
  198. {
  199. for(const JsonNode & node : config)
  200. if(!node["reward"]["spells"].isNull())
  201. return true;
  202. return false;
  203. }
  204. std::unique_ptr<IObjectInfo> CBankInstanceConstructor::getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const
  205. {
  206. return std::unique_ptr<IObjectInfo>(new CBankInfo(levels));
  207. }
  208. VCMI_LIB_NAMESPACE_END