| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251 | /** CBankInstanceConstructor.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 "CBankInstanceConstructor.h"#include "../JsonRandom.h"#include "../CGeneralTextHandler.h"#include "../IGameCallback.h"VCMI_LIB_NAMESPACE_BEGINbool CBankInstanceConstructor::hasNameTextID() const{	return true;}void CBankInstanceConstructor::initTypeData(const JsonNode & input){	if (input.Struct().count("name") == 0)		logMod->warn("Bank %s missing name!", getJsonKey());	VLC->generaltexth->registerString(input.meta, getNameTextID(), input["name"].String());	levels = input["levels"].Vector();	bankResetDuration = static_cast<si32>(input["resetDuration"].Float());	blockVisit = input["blockedVisitable"].Bool();	coastVisitable = input["coastVisitable"].Bool();}BankConfig CBankInstanceConstructor::generateConfig(const JsonNode & level, CRandomGenerator & rng) const{	BankConfig bc;	JsonRandom::Variables emptyVariables;	bc.chance = static_cast<ui32>(level["chance"].Float());	bc.guards = JsonRandom::loadCreatures(level["guards"], rng, emptyVariables);	bc.resources = ResourceSet(level["reward"]["resources"]);	bc.creatures = JsonRandom::loadCreatures(level["reward"]["creatures"], rng, emptyVariables);	bc.artifacts = JsonRandom::loadArtifacts(level["reward"]["artifacts"], rng, emptyVariables);	bc.spells = JsonRandom::loadSpells(level["reward"]["spells"], rng, emptyVariables);	return bc;}void CBankInstanceConstructor::randomizeObject(CBank * bank, CRandomGenerator & rng) const{	bank->resetDuration = bankResetDuration;	bank->blockVisit = blockVisit;	bank->coastVisitable = coastVisitable;	si32 totalChance = 0;	for(const auto & node : levels)		totalChance += static_cast<si32>(node["chance"].Float());	assert(totalChance != 0);	si32 selectedChance = rng.nextInt(totalChance - 1);	int cumulativeChance = 0;	for(const auto & node : levels)	{		cumulativeChance += static_cast<int>(node["chance"].Float());		if(selectedChance < cumulativeChance)		{			bank->setConfig(generateConfig(node, rng));			break;		}	}}CBankInfo::CBankInfo(const JsonVector & Config) :	config(Config){	assert(!Config.empty());}static void addStackToArmy(IObjectInfo::CArmyStructure & army, const CCreature * crea, si32 amount){	army.totalStrength += crea->getFightValue() * amount;	bool walker = true;	if(crea->hasBonusOfType(BonusType::SHOOTER))	{		army.shootersStrength += crea->getFightValue() * amount;		walker = false;	}	if(crea->hasBonusOfType(BonusType::FLYING))	{		army.flyersStrength += crea->getFightValue() * amount;		walker = false;	}	if(walker)		army.walkersStrength += crea->getFightValue() * amount;}IObjectInfo::CArmyStructure CBankInfo::minGuards() const{	JsonRandom::Variables emptyVariables;	std::vector<IObjectInfo::CArmyStructure> armies;	for(auto configEntry : config)	{		auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"], emptyVariables);		IObjectInfo::CArmyStructure army;		for(auto & stack : stacks)		{			assert(!stack.allowedCreatures.empty());			auto weakest = boost::range::min_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)			{				return a->getFightValue() < b->getFightValue();			});			addStackToArmy(army, *weakest, stack.minAmount);		}		armies.push_back(army);	}	return *boost::range::min_element(armies);}IObjectInfo::CArmyStructure CBankInfo::maxGuards() const{	JsonRandom::Variables emptyVariables;	std::vector<IObjectInfo::CArmyStructure> armies;	for(auto configEntry : config)	{		auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"], emptyVariables);		IObjectInfo::CArmyStructure army;		for(auto & stack : stacks)		{			assert(!stack.allowedCreatures.empty());			auto strongest = boost::range::max_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)			{				return a->getFightValue() < b->getFightValue();			});			addStackToArmy(army, *strongest, stack.maxAmount);		}		armies.push_back(army);	}	return *boost::range::max_element(armies);}TPossibleGuards CBankInfo::getPossibleGuards() const{	JsonRandom::Variables emptyVariables;	TPossibleGuards out;	for(const JsonNode & configEntry : config)	{		const JsonNode & guardsInfo = configEntry["guards"];		auto stacks = JsonRandom::evaluateCreatures(guardsInfo, emptyVariables);		IObjectInfo::CArmyStructure army;		for(auto stack : stacks)		{			army.totalStrength += stack.allowedCreatures.front()->getAIValue() * (stack.minAmount + stack.maxAmount) / 2;			//TODO: add fields for flyers, walkers etc...		}		ui8 chance = static_cast<ui8>(configEntry["chance"].Float());		out.push_back(std::make_pair(chance, army));	}	return out;}std::vector<PossibleReward<TResources>> CBankInfo::getPossibleResourcesReward() const{	std::vector<PossibleReward<TResources>> result;	for(const JsonNode & configEntry : config)	{		const JsonNode & resourcesInfo = configEntry["reward"]["resources"];		if(!resourcesInfo.isNull())		{			result.emplace_back(configEntry["chance"].Integer(), TResources(resourcesInfo));		}	}	return result;}std::vector<PossibleReward<CStackBasicDescriptor>> CBankInfo::getPossibleCreaturesReward() const{	JsonRandom::Variables emptyVariables;	std::vector<PossibleReward<CStackBasicDescriptor>> aproximateReward;	for(const JsonNode & configEntry : config)	{		const JsonNode & guardsInfo = configEntry["reward"]["creatures"];		auto stacks = JsonRandom::evaluateCreatures(guardsInfo, emptyVariables);		for(auto stack : stacks)		{			const auto * creature = stack.allowedCreatures.front();			aproximateReward.emplace_back(configEntry["chance"].Integer(), CStackBasicDescriptor(creature, (stack.minAmount + stack.maxAmount) / 2));		}	}	return aproximateReward;}bool CBankInfo::givesResources() const{	for(const JsonNode & node : config)		if(!node["reward"]["resources"].isNull())			return true;	return false;}bool CBankInfo::givesArtifacts() const{	for(const JsonNode & node : config)		if(!node["reward"]["artifacts"].isNull())			return true;	return false;}bool CBankInfo::givesCreatures() const{	for(const JsonNode & node : config)		if(!node["reward"]["creatures"].isNull())			return true;	return false;}bool CBankInfo::givesSpells() const{	for(const JsonNode & node : config)		if(!node["reward"]["spells"].isNull())			return true;	return false;}std::unique_ptr<IObjectInfo> CBankInstanceConstructor::getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const{	return std::unique_ptr<IObjectInfo>(new CBankInfo(levels));}VCMI_LIB_NAMESPACE_END
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