CommonConstructors.cpp 9.6 KB

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  1. #include "StdInc.h"
  2. #include "CommonConstructors.h"
  3. #include "CGTownInstance.h"
  4. #include "CGHeroInstance.h"
  5. #include "CBank.h"
  6. #include "../mapping/CMap.h"
  7. #include "../CHeroHandler.h"
  8. #include "../CCreatureHandler.h"
  9. #include "JsonRandom.h"
  10. #include "../CModHandler.h"
  11. #include "../IGameCallback.h"
  12. /*
  13. * CommonConstructors.cpp, part of VCMI engine
  14. *
  15. * Authors: listed in file AUTHORS in main folder
  16. *
  17. * License: GNU General Public License v2.0 or later
  18. * Full text of license available in license.txt file, in main folder
  19. *
  20. */
  21. CObstacleConstructor::CObstacleConstructor()
  22. {
  23. }
  24. bool CObstacleConstructor::isStaticObject()
  25. {
  26. return true;
  27. }
  28. CTownInstanceConstructor::CTownInstanceConstructor():
  29. faction(nullptr)
  30. {
  31. }
  32. void CTownInstanceConstructor::initTypeData(const JsonNode & input)
  33. {
  34. VLC->modh->identifiers.requestIdentifier("faction", input["faction"], [&](si32 index)
  35. {
  36. faction = VLC->townh->factions[index];
  37. });
  38. filtersJson = input["filters"];
  39. }
  40. void CTownInstanceConstructor::afterLoadFinalization()
  41. {
  42. assert(faction);
  43. for (auto entry : filtersJson.Struct())
  44. {
  45. filters[entry.first] = LogicalExpression<BuildingID>(entry.second, [this](const JsonNode & node)
  46. {
  47. return BuildingID(VLC->modh->identifiers.getIdentifier("building." + faction->identifier, node.Vector()[0]).get());
  48. });
  49. }
  50. }
  51. bool CTownInstanceConstructor::objectFilter(const CGObjectInstance * object, const ObjectTemplate & templ) const
  52. {
  53. auto town = dynamic_cast<const CGTownInstance *>(object);
  54. auto buildTest = [&](const BuildingID & id)
  55. {
  56. return town->hasBuilt(id);
  57. };
  58. if (filters.count(templ.stringID))
  59. return filters.at(templ.stringID).test(buildTest);
  60. return false;
  61. }
  62. CGObjectInstance * CTownInstanceConstructor::create(ObjectTemplate tmpl) const
  63. {
  64. CGTownInstance * obj = createTyped(tmpl);
  65. obj->town = faction->town;
  66. obj->tempOwner = PlayerColor::NEUTRAL;
  67. return obj;
  68. }
  69. void CTownInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
  70. {
  71. auto templ = getOverride(object->cb->getTile(object->pos)->terType, object);
  72. if (templ)
  73. object->appearance = templ.get();
  74. }
  75. CHeroInstanceConstructor::CHeroInstanceConstructor()
  76. {
  77. }
  78. void CHeroInstanceConstructor::initTypeData(const JsonNode & input)
  79. {
  80. VLC->modh->identifiers.requestIdentifier("heroClass", input["heroClass"],
  81. [&](si32 index) { heroClass = VLC->heroh->classes.heroClasses[index]; });
  82. filtersJson = input["filters"];
  83. }
  84. void CHeroInstanceConstructor::afterLoadFinalization()
  85. {
  86. for (auto entry : filtersJson.Struct())
  87. {
  88. filters[entry.first] = LogicalExpression<HeroTypeID>(entry.second, [this](const JsonNode & node)
  89. {
  90. return HeroTypeID(VLC->modh->identifiers.getIdentifier("hero", node.Vector()[0]).get());
  91. });
  92. }
  93. }
  94. bool CHeroInstanceConstructor::objectFilter(const CGObjectInstance * object, const ObjectTemplate & templ) const
  95. {
  96. auto hero = dynamic_cast<const CGHeroInstance *>(object);
  97. auto heroTest = [&](const HeroTypeID & id)
  98. {
  99. return hero->type->ID == id;
  100. };
  101. if (filters.count(templ.stringID))
  102. {
  103. return filters.at(templ.stringID).test(heroTest);
  104. }
  105. return false;
  106. }
  107. CGObjectInstance * CHeroInstanceConstructor::create(ObjectTemplate tmpl) const
  108. {
  109. CGHeroInstance * obj = createTyped(tmpl);
  110. obj->type = nullptr; //FIXME: set to valid value. somehow.
  111. return obj;
  112. }
  113. void CHeroInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
  114. {
  115. }
  116. CDwellingInstanceConstructor::CDwellingInstanceConstructor()
  117. {
  118. }
  119. void CDwellingInstanceConstructor::initTypeData(const JsonNode & input)
  120. {
  121. const JsonVector & levels = input["creatures"].Vector();
  122. availableCreatures.resize(levels.size());
  123. for (size_t i=0; i<levels.size(); i++)
  124. {
  125. const JsonVector & creatures = levels[i].Vector();
  126. availableCreatures[i].resize(creatures.size());
  127. for (size_t j=0; j<creatures.size(); j++)
  128. {
  129. VLC->modh->identifiers.requestIdentifier("creature", creatures[j], [=] (si32 index)
  130. {
  131. availableCreatures[i][j] = VLC->creh->creatures[index];
  132. });
  133. }
  134. }
  135. guards = input["guards"];
  136. }
  137. bool CDwellingInstanceConstructor::objectFilter(const CGObjectInstance *, const ObjectTemplate &) const
  138. {
  139. return false;
  140. }
  141. CGObjectInstance * CDwellingInstanceConstructor::create(ObjectTemplate tmpl) const
  142. {
  143. CGDwelling * obj = createTyped(tmpl);
  144. obj->creatures.resize(availableCreatures.size());
  145. for (auto & entry : availableCreatures)
  146. {
  147. for (const CCreature * cre : entry)
  148. obj->creatures.back().second.push_back(cre->idNumber);
  149. }
  150. return obj;
  151. }
  152. void CDwellingInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator &rng) const
  153. {
  154. CGDwelling * dwelling = dynamic_cast<CGDwelling*>(object);
  155. dwelling->creatures.clear();
  156. dwelling->creatures.resize(availableCreatures.size());
  157. for (auto & entry : availableCreatures)
  158. {
  159. for (const CCreature * cre : entry)
  160. dwelling->creatures.back().second.push_back(cre->idNumber);
  161. }
  162. if (guards.getType() == JsonNode::DATA_BOOL)
  163. {
  164. const CCreature * crea = availableCreatures.at(0).at(0);
  165. dwelling->putStack(SlotID(0), new CStackInstance(crea->idNumber, crea->growth * 3 ));
  166. }
  167. else for (auto & stack : JsonRandom::loadCreatures(guards, rng))
  168. {
  169. dwelling->putStack(SlotID(dwelling->stacksCount()), new CStackInstance(stack.type->idNumber, stack.count));
  170. }
  171. }
  172. bool CDwellingInstanceConstructor::producesCreature(const CCreature * crea) const
  173. {
  174. for (auto & entry : availableCreatures)
  175. {
  176. for (const CCreature * cre : entry)
  177. if (crea == cre)
  178. return true;
  179. }
  180. return false;
  181. }
  182. CBankInstanceConstructor::CBankInstanceConstructor()
  183. {
  184. }
  185. void CBankInstanceConstructor::initTypeData(const JsonNode & input)
  186. {
  187. //TODO: name = input["name"].String();
  188. levels = input["levels"].Vector();
  189. bankResetDuration = input["resetDuration"].Float();
  190. }
  191. CGObjectInstance *CBankInstanceConstructor::create(ObjectTemplate tmpl) const
  192. {
  193. return createTyped(tmpl);
  194. }
  195. BankConfig CBankInstanceConstructor::generateConfig(const JsonNode & level, CRandomGenerator & rng) const
  196. {
  197. BankConfig bc;
  198. bc.chance = level["chance"].Float();
  199. bc.guards = JsonRandom::loadCreatures(level["guards"], rng);
  200. bc.upgradeChance = level["upgrade_chance"].Float();
  201. bc.combatValue = level["combat_value"].Float();
  202. std::vector<SpellID> spells;
  203. for (size_t i=0; i<6; i++)
  204. IObjectInterface::cb->getAllowedSpells(spells, i);
  205. bc.resources = Res::ResourceSet(level["reward"]["resources"]);
  206. bc.creatures = JsonRandom::loadCreatures(level["reward"]["creatures"], rng);
  207. bc.artifacts = JsonRandom::loadArtifacts(level["reward"]["artifacts"], rng);
  208. bc.spells = JsonRandom::loadSpells(level["reward"]["spells"], rng, spells);
  209. bc.value = level["value"].Float();
  210. return bc;
  211. }
  212. void CBankInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
  213. {
  214. auto bank = dynamic_cast<CBank*>(object);
  215. bank->resetDuration = bankResetDuration;
  216. si32 totalChance = 0;
  217. for (auto & node : levels)
  218. totalChance += node["chance"].Float();
  219. assert(totalChance != 0);
  220. si32 selectedChance = rng.nextInt(totalChance - 1);
  221. for (auto & node : levels)
  222. {
  223. if (selectedChance < node["chance"].Float())
  224. {
  225. bank->setConfig(generateConfig(node, rng));
  226. }
  227. else
  228. {
  229. selectedChance -= node["chance"].Float();
  230. }
  231. }
  232. }
  233. CBankInfo::CBankInfo(JsonVector config):
  234. config(config)
  235. {
  236. }
  237. static void addStackToArmy(IObjectInfo::CArmyStructure & army, const CCreature * crea, si32 amount)
  238. {
  239. army.totalStrength += crea->fightValue * amount;
  240. bool walker = true;
  241. if (crea->hasBonusOfType(Bonus::SHOOTER))
  242. {
  243. army.shootersStrength += crea->fightValue * amount;
  244. walker = false;
  245. }
  246. if (crea->hasBonusOfType(Bonus::FLYING))
  247. {
  248. army.flyersStrength += crea->fightValue * amount;
  249. walker = false;
  250. }
  251. if (walker)
  252. army.walkersStrength += crea->fightValue * amount;
  253. }
  254. IObjectInfo::CArmyStructure CBankInfo::minGuards() const
  255. {
  256. std::vector<IObjectInfo::CArmyStructure> armies;
  257. for (auto configEntry : config)
  258. {
  259. auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
  260. IObjectInfo::CArmyStructure army;
  261. for (auto & stack : stacks)
  262. {
  263. assert(!stack.allowedCreatures.empty());
  264. auto weakest = boost::range::min_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
  265. {
  266. return a->fightValue < b->fightValue;
  267. });
  268. addStackToArmy(army, *weakest, stack.minAmount);
  269. }
  270. armies.push_back(army);
  271. }
  272. return *boost::range::min_element(armies);
  273. }
  274. IObjectInfo::CArmyStructure CBankInfo::maxGuards() const
  275. {
  276. std::vector<IObjectInfo::CArmyStructure> armies;
  277. for (auto configEntry : config)
  278. {
  279. auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
  280. IObjectInfo::CArmyStructure army;
  281. for (auto & stack : stacks)
  282. {
  283. assert(!stack.allowedCreatures.empty());
  284. auto strongest = boost::range::max_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
  285. {
  286. return a->fightValue < b->fightValue;
  287. });
  288. addStackToArmy(army, *strongest, stack.maxAmount);
  289. }
  290. armies.push_back(army);
  291. }
  292. return *boost::range::max_element(armies);
  293. }
  294. bool CBankInfo::givesResources() const
  295. {
  296. for (const JsonNode & node : config)
  297. if (!node["reward"]["resources"].isNull())
  298. return true;
  299. return false;
  300. }
  301. bool CBankInfo::givesArtifacts() const
  302. {
  303. for (const JsonNode & node : config)
  304. if (!node["reward"]["artifacts"].isNull())
  305. return true;
  306. return false;
  307. }
  308. bool CBankInfo::givesCreatures() const
  309. {
  310. for (const JsonNode & node : config)
  311. if (!node["reward"]["creatures"].isNull())
  312. return true;
  313. return false;
  314. }
  315. bool CBankInfo::givesSpells() const
  316. {
  317. for (const JsonNode & node : config)
  318. if (!node["reward"]["spells"].isNull())
  319. return true;
  320. return false;
  321. }
  322. std::unique_ptr<IObjectInfo> CBankInstanceConstructor::getObjectInfo(ObjectTemplate tmpl) const
  323. {
  324. return std::unique_ptr<IObjectInfo>(new CBankInfo(levels));
  325. }