CommonConstructors.cpp 13 KB

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  1. /*
  2. * CommonConstructors.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 "CommonConstructors.h"
  12. #include "CGTownInstance.h"
  13. #include "CGHeroInstance.h"
  14. #include "CBank.h"
  15. #include "../mapping/CMap.h"
  16. #include "../CHeroHandler.h"
  17. #include "../CCreatureHandler.h"
  18. #include "JsonRandom.h"
  19. #include "../CModHandler.h"
  20. #include "../IGameCallback.h"
  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)[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, std::shared_ptr<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. return filters.count(templ->stringID) != 0 && filters.at(templ->stringID).test(buildTest);
  59. }
  60. CGObjectInstance * CTownInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
  61. {
  62. CGTownInstance * obj = createTyped(tmpl);
  63. obj->town = faction->town;
  64. obj->tempOwner = PlayerColor::NEUTRAL;
  65. return obj;
  66. }
  67. void CTownInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
  68. {
  69. auto templ = getOverride(object->cb->getTile(object->pos)->terType, object);
  70. if(templ)
  71. object->appearance = templ;
  72. }
  73. CHeroInstanceConstructor::CHeroInstanceConstructor()
  74. :heroClass(nullptr)
  75. {
  76. }
  77. void CHeroInstanceConstructor::initTypeData(const JsonNode & input)
  78. {
  79. VLC->modh->identifiers.requestIdentifier(
  80. "heroClass",
  81. input["heroClass"],
  82. [&](si32 index) { heroClass = VLC->heroh->classes[index]; });
  83. filtersJson = input["filters"];
  84. }
  85. void CHeroInstanceConstructor::afterLoadFinalization()
  86. {
  87. for(auto entry : filtersJson.Struct())
  88. {
  89. filters[entry.first] = LogicalExpression<HeroTypeID>(entry.second, [](const JsonNode & node)
  90. {
  91. return HeroTypeID(VLC->modh->identifiers.getIdentifier("hero", node.Vector()[0]).get());
  92. });
  93. }
  94. }
  95. bool CHeroInstanceConstructor::objectFilter(const CGObjectInstance * object, std::shared_ptr<const ObjectTemplate> templ) const
  96. {
  97. auto hero = dynamic_cast<const CGHeroInstance *>(object);
  98. auto heroTest = [&](const HeroTypeID & id)
  99. {
  100. return hero->type->ID == id;
  101. };
  102. if(filters.count(templ->stringID))
  103. {
  104. return filters.at(templ->stringID).test(heroTest);
  105. }
  106. return false;
  107. }
  108. CGObjectInstance * CHeroInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
  109. {
  110. CGHeroInstance * obj = createTyped(tmpl);
  111. obj->type = nullptr; //FIXME: set to valid value. somehow.
  112. return obj;
  113. }
  114. void CHeroInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
  115. {
  116. }
  117. CDwellingInstanceConstructor::CDwellingInstanceConstructor()
  118. {
  119. }
  120. void CDwellingInstanceConstructor::initTypeData(const JsonNode & input)
  121. {
  122. const JsonVector & levels = input["creatures"].Vector();
  123. const auto totalLevels = levels.size();
  124. availableCreatures.resize(totalLevels);
  125. for(auto currentLevel = 0; currentLevel < totalLevels; currentLevel++)
  126. {
  127. const JsonVector & creaturesOnLevel = levels[currentLevel].Vector();
  128. const auto creaturesNumber = creaturesOnLevel.size();
  129. availableCreatures[currentLevel].resize(creaturesNumber);
  130. for(auto currentCreature = 0; currentCreature < creaturesNumber; currentCreature++)
  131. {
  132. VLC->modh->identifiers.requestIdentifier("creature", creaturesOnLevel[currentCreature], [=] (si32 index)
  133. {
  134. availableCreatures[currentLevel][currentCreature] = VLC->creh->objects[index];
  135. });
  136. }
  137. assert(!availableCreatures[currentLevel].empty());
  138. }
  139. guards = input["guards"];
  140. }
  141. bool CDwellingInstanceConstructor::objectFilter(const CGObjectInstance *, std::shared_ptr<const ObjectTemplate>) const
  142. {
  143. return false;
  144. }
  145. CGObjectInstance * CDwellingInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
  146. {
  147. CGDwelling * obj = createTyped(tmpl);
  148. obj->creatures.resize(availableCreatures.size());
  149. for(auto & entry : availableCreatures)
  150. {
  151. for(const CCreature * cre : entry)
  152. obj->creatures.back().second.push_back(cre->idNumber);
  153. }
  154. return obj;
  155. }
  156. void CDwellingInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator &rng) const
  157. {
  158. CGDwelling * dwelling = dynamic_cast<CGDwelling*>(object);
  159. dwelling->creatures.clear();
  160. dwelling->creatures.reserve(availableCreatures.size());
  161. for(auto & entry : availableCreatures)
  162. {
  163. dwelling->creatures.resize(dwelling->creatures.size() + 1);
  164. for(const CCreature * cre : entry)
  165. dwelling->creatures.back().second.push_back(cre->idNumber);
  166. }
  167. bool guarded = false; //TODO: serialize for sanity
  168. if(guards.getType() == JsonNode::JsonType::DATA_BOOL) //simple switch
  169. {
  170. if(guards.Bool())
  171. {
  172. guarded = true;
  173. }
  174. }
  175. else if(guards.getType() == JsonNode::JsonType::DATA_VECTOR) //custom guards (eg. Elemental Conflux)
  176. {
  177. for(auto & stack : JsonRandom::loadCreatures(guards, rng))
  178. {
  179. dwelling->putStack(SlotID(dwelling->stacksCount()), new CStackInstance(stack.type->idNumber, stack.count));
  180. }
  181. }
  182. else //default condition - creatures are of level 5 or higher
  183. {
  184. for(auto creatureEntry : availableCreatures)
  185. {
  186. if(creatureEntry.at(0)->level >= 5)
  187. {
  188. guarded = true;
  189. break;
  190. }
  191. }
  192. }
  193. if(guarded)
  194. {
  195. for(auto creatureEntry : availableCreatures)
  196. {
  197. const CCreature * crea = creatureEntry.at(0);
  198. dwelling->putStack(SlotID(dwelling->stacksCount()), new CStackInstance(crea->idNumber, crea->growth * 3));
  199. }
  200. }
  201. }
  202. bool CDwellingInstanceConstructor::producesCreature(const CCreature * crea) const
  203. {
  204. for(auto & entry : availableCreatures)
  205. {
  206. for(const CCreature * cre : entry)
  207. if(crea == cre)
  208. return true;
  209. }
  210. return false;
  211. }
  212. std::vector<const CCreature *> CDwellingInstanceConstructor::getProducedCreatures() const
  213. {
  214. std::vector<const CCreature *> creatures; //no idea why it's 2D, to be honest
  215. for(auto & entry : availableCreatures)
  216. {
  217. for(const CCreature * cre : entry)
  218. creatures.push_back(cre);
  219. }
  220. return creatures;
  221. }
  222. CBankInstanceConstructor::CBankInstanceConstructor()
  223. : bankResetDuration(0)
  224. {
  225. }
  226. void CBankInstanceConstructor::initTypeData(const JsonNode & input)
  227. {
  228. //TODO: name = input["name"].String();
  229. levels = input["levels"].Vector();
  230. bankResetDuration = static_cast<si32>(input["resetDuration"].Float());
  231. }
  232. CGObjectInstance *CBankInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
  233. {
  234. return createTyped(tmpl);
  235. }
  236. BankConfig CBankInstanceConstructor::generateConfig(const JsonNode & level, CRandomGenerator & rng) const
  237. {
  238. BankConfig bc;
  239. bc.chance = static_cast<ui32>(level["chance"].Float());
  240. bc.guards = JsonRandom::loadCreatures(level["guards"], rng);
  241. bc.upgradeChance = static_cast<ui32>(level["upgrade_chance"].Float());
  242. bc.combatValue = static_cast<ui32>(level["combat_value"].Float());
  243. std::vector<SpellID> spells;
  244. for (size_t i=0; i<6; i++)
  245. IObjectInterface::cb->getAllowedSpells(spells, static_cast<ui16>(i));
  246. bc.resources = Res::ResourceSet(level["reward"]["resources"]);
  247. bc.creatures = JsonRandom::loadCreatures(level["reward"]["creatures"], rng);
  248. bc.artifacts = JsonRandom::loadArtifacts(level["reward"]["artifacts"], rng);
  249. bc.spells = JsonRandom::loadSpells(level["reward"]["spells"], rng, spells);
  250. bc.value = static_cast<ui32>(level["value"].Float());
  251. return bc;
  252. }
  253. void CBankInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
  254. {
  255. auto bank = dynamic_cast<CBank*>(object);
  256. bank->resetDuration = bankResetDuration;
  257. si32 totalChance = 0;
  258. for (auto & node : levels)
  259. totalChance += static_cast<si32>(node["chance"].Float());
  260. assert(totalChance != 0);
  261. si32 selectedChance = rng.nextInt(totalChance - 1);
  262. int cumulativeChance = 0;
  263. for(auto & node : levels)
  264. {
  265. cumulativeChance += static_cast<int>(node["chance"].Float());
  266. if(selectedChance < cumulativeChance)
  267. {
  268. bank->setConfig(generateConfig(node, rng));
  269. break;
  270. }
  271. }
  272. }
  273. CBankInfo::CBankInfo(const JsonVector & Config) :
  274. config(Config)
  275. {
  276. assert(!Config.empty());
  277. }
  278. static void addStackToArmy(IObjectInfo::CArmyStructure & army, const CCreature * crea, si32 amount)
  279. {
  280. army.totalStrength += crea->fightValue * amount;
  281. bool walker = true;
  282. if(crea->hasBonusOfType(Bonus::SHOOTER))
  283. {
  284. army.shootersStrength += crea->fightValue * amount;
  285. walker = false;
  286. }
  287. if(crea->hasBonusOfType(Bonus::FLYING))
  288. {
  289. army.flyersStrength += crea->fightValue * amount;
  290. walker = false;
  291. }
  292. if(walker)
  293. army.walkersStrength += crea->fightValue * amount;
  294. }
  295. IObjectInfo::CArmyStructure CBankInfo::minGuards() const
  296. {
  297. std::vector<IObjectInfo::CArmyStructure> armies;
  298. for(auto configEntry : config)
  299. {
  300. auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
  301. IObjectInfo::CArmyStructure army;
  302. for(auto & stack : stacks)
  303. {
  304. assert(!stack.allowedCreatures.empty());
  305. auto weakest = boost::range::min_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
  306. {
  307. return a->fightValue < b->fightValue;
  308. });
  309. addStackToArmy(army, *weakest, stack.minAmount);
  310. }
  311. armies.push_back(army);
  312. }
  313. return *boost::range::min_element(armies);
  314. }
  315. IObjectInfo::CArmyStructure CBankInfo::maxGuards() const
  316. {
  317. std::vector<IObjectInfo::CArmyStructure> armies;
  318. for(auto configEntry : config)
  319. {
  320. auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
  321. IObjectInfo::CArmyStructure army;
  322. for(auto & stack : stacks)
  323. {
  324. assert(!stack.allowedCreatures.empty());
  325. auto strongest = boost::range::max_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
  326. {
  327. return a->fightValue < b->fightValue;
  328. });
  329. addStackToArmy(army, *strongest, stack.maxAmount);
  330. }
  331. armies.push_back(army);
  332. }
  333. return *boost::range::max_element(armies);
  334. }
  335. TPossibleGuards CBankInfo::getPossibleGuards() const
  336. {
  337. TPossibleGuards out;
  338. for(const JsonNode & configEntry : config)
  339. {
  340. const JsonNode & guardsInfo = configEntry["guards"];
  341. auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
  342. IObjectInfo::CArmyStructure army;
  343. for(auto stack : stacks)
  344. {
  345. army.totalStrength += stack.allowedCreatures.front()->AIValue * (stack.minAmount + stack.maxAmount) / 2;
  346. //TODO: add fields for flyers, walkers etc...
  347. }
  348. ui8 chance = static_cast<ui8>(configEntry["chance"].Float());
  349. out.push_back(std::make_pair(chance, army));
  350. }
  351. return out;
  352. }
  353. std::vector<PossibleReward<TResources>> CBankInfo::getPossibleResourcesReward() const
  354. {
  355. std::vector<PossibleReward<TResources>> result;
  356. for(const JsonNode & configEntry : config)
  357. {
  358. const JsonNode & resourcesInfo = configEntry["reward"]["resources"];
  359. if(!resourcesInfo.isNull())
  360. {
  361. result.push_back(
  362. PossibleReward<TResources>(
  363. configEntry["chance"].Integer(),
  364. TResources(resourcesInfo)
  365. ));
  366. }
  367. }
  368. return result;
  369. }
  370. std::vector<PossibleReward<CStackBasicDescriptor>> CBankInfo::getPossibleCreaturesReward() const
  371. {
  372. std::vector<PossibleReward<CStackBasicDescriptor>> aproximateReward;
  373. for(const JsonNode & configEntry : config)
  374. {
  375. const JsonNode & guardsInfo = configEntry["reward"]["creatures"];
  376. auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
  377. for(auto stack : stacks)
  378. {
  379. auto creature = stack.allowedCreatures.front();
  380. aproximateReward.push_back(
  381. PossibleReward<CStackBasicDescriptor>(
  382. configEntry["chance"].Integer(),
  383. CStackBasicDescriptor(creature, (stack.minAmount + stack.maxAmount) / 2)));
  384. }
  385. }
  386. return aproximateReward;
  387. }
  388. bool CBankInfo::givesResources() const
  389. {
  390. for(const JsonNode & node : config)
  391. if(!node["reward"]["resources"].isNull())
  392. return true;
  393. return false;
  394. }
  395. bool CBankInfo::givesArtifacts() const
  396. {
  397. for(const JsonNode & node : config)
  398. if(!node["reward"]["artifacts"].isNull())
  399. return true;
  400. return false;
  401. }
  402. bool CBankInfo::givesCreatures() const
  403. {
  404. for(const JsonNode & node : config)
  405. if(!node["reward"]["creatures"].isNull())
  406. return true;
  407. return false;
  408. }
  409. bool CBankInfo::givesSpells() const
  410. {
  411. for(const JsonNode & node : config)
  412. if(!node["reward"]["spells"].isNull())
  413. return true;
  414. return false;
  415. }
  416. std::unique_ptr<IObjectInfo> CBankInstanceConstructor::getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const
  417. {
  418. return std::unique_ptr<IObjectInfo>(new CBankInfo(levels));
  419. }