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 "../TerrainHandler.h"
  16. #include "../mapping/CMap.h"
  17. #include "../CHeroHandler.h"
  18. #include "../CCreatureHandler.h"
  19. #include "JsonRandom.h"
  20. #include "../CModHandler.h"
  21. #include "../IGameCallback.h"
  22. VCMI_LIB_NAMESPACE_BEGIN
  23. CObstacleConstructor::CObstacleConstructor()
  24. {
  25. }
  26. bool CObstacleConstructor::isStaticObject()
  27. {
  28. return true;
  29. }
  30. CTownInstanceConstructor::CTownInstanceConstructor() :
  31. faction(nullptr)
  32. {
  33. }
  34. void CTownInstanceConstructor::initTypeData(const JsonNode & input)
  35. {
  36. VLC->modh->identifiers.requestIdentifier("faction", input["faction"], [&](si32 index)
  37. {
  38. faction = (*VLC->townh)[index];
  39. });
  40. filtersJson = input["filters"];
  41. // change scope of "filters" to scope of object that is being loaded
  42. // since this filters require to resolve building ID's
  43. filtersJson.setMeta(input["faction"].meta);
  44. }
  45. void CTownInstanceConstructor::afterLoadFinalization()
  46. {
  47. assert(faction);
  48. for(auto entry : filtersJson.Struct())
  49. {
  50. filters[entry.first] = LogicalExpression<BuildingID>(entry.second, [this](const JsonNode & node)
  51. {
  52. return BuildingID(VLC->modh->identifiers.getIdentifier("building." + faction->identifier, node.Vector()[0]).get());
  53. });
  54. }
  55. }
  56. bool CTownInstanceConstructor::objectFilter(const CGObjectInstance * object, std::shared_ptr<const ObjectTemplate> templ) const
  57. {
  58. auto town = dynamic_cast<const CGTownInstance *>(object);
  59. auto buildTest = [&](const BuildingID & id)
  60. {
  61. return town->hasBuilt(id);
  62. };
  63. return filters.count(templ->stringID) != 0 && filters.at(templ->stringID).test(buildTest);
  64. }
  65. CGObjectInstance * CTownInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
  66. {
  67. CGTownInstance * obj = createTyped(tmpl);
  68. obj->town = faction->town;
  69. obj->tempOwner = PlayerColor::NEUTRAL;
  70. return obj;
  71. }
  72. void CTownInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
  73. {
  74. auto templ = getOverride(object->cb->getTile(object->pos)->terType->getId(), object);
  75. if(templ)
  76. object->appearance = templ;
  77. }
  78. CHeroInstanceConstructor::CHeroInstanceConstructor()
  79. :heroClass(nullptr)
  80. {
  81. }
  82. void CHeroInstanceConstructor::initTypeData(const JsonNode & input)
  83. {
  84. VLC->modh->identifiers.requestIdentifier(
  85. "heroClass",
  86. input["heroClass"],
  87. [&](si32 index) { heroClass = VLC->heroh->classes[index]; });
  88. filtersJson = input["filters"];
  89. }
  90. void CHeroInstanceConstructor::afterLoadFinalization()
  91. {
  92. for(auto entry : filtersJson.Struct())
  93. {
  94. filters[entry.first] = LogicalExpression<HeroTypeID>(entry.second, [](const JsonNode & node)
  95. {
  96. return HeroTypeID(VLC->modh->identifiers.getIdentifier("hero", node.Vector()[0]).get());
  97. });
  98. }
  99. }
  100. bool CHeroInstanceConstructor::objectFilter(const CGObjectInstance * object, std::shared_ptr<const ObjectTemplate> templ) const
  101. {
  102. auto hero = dynamic_cast<const CGHeroInstance *>(object);
  103. auto heroTest = [&](const HeroTypeID & id)
  104. {
  105. return hero->type->ID == id;
  106. };
  107. if(filters.count(templ->stringID))
  108. {
  109. return filters.at(templ->stringID).test(heroTest);
  110. }
  111. return false;
  112. }
  113. CGObjectInstance * CHeroInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
  114. {
  115. CGHeroInstance * obj = createTyped(tmpl);
  116. obj->type = nullptr; //FIXME: set to valid value. somehow.
  117. return obj;
  118. }
  119. void CHeroInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
  120. {
  121. }
  122. CDwellingInstanceConstructor::CDwellingInstanceConstructor()
  123. {
  124. }
  125. void CDwellingInstanceConstructor::initTypeData(const JsonNode & input)
  126. {
  127. const JsonVector & levels = input["creatures"].Vector();
  128. const auto totalLevels = levels.size();
  129. availableCreatures.resize(totalLevels);
  130. for(auto currentLevel = 0; currentLevel < totalLevels; currentLevel++)
  131. {
  132. const JsonVector & creaturesOnLevel = levels[currentLevel].Vector();
  133. const auto creaturesNumber = creaturesOnLevel.size();
  134. availableCreatures[currentLevel].resize(creaturesNumber);
  135. for(auto currentCreature = 0; currentCreature < creaturesNumber; currentCreature++)
  136. {
  137. VLC->modh->identifiers.requestIdentifier("creature", creaturesOnLevel[currentCreature], [=] (si32 index)
  138. {
  139. availableCreatures[currentLevel][currentCreature] = VLC->creh->objects[index];
  140. });
  141. }
  142. assert(!availableCreatures[currentLevel].empty());
  143. }
  144. guards = input["guards"];
  145. }
  146. bool CDwellingInstanceConstructor::objectFilter(const CGObjectInstance *, std::shared_ptr<const ObjectTemplate>) const
  147. {
  148. return false;
  149. }
  150. CGObjectInstance * CDwellingInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
  151. {
  152. CGDwelling * obj = createTyped(tmpl);
  153. obj->creatures.resize(availableCreatures.size());
  154. for(auto & entry : availableCreatures)
  155. {
  156. for(const CCreature * cre : entry)
  157. obj->creatures.back().second.push_back(cre->idNumber);
  158. }
  159. return obj;
  160. }
  161. void CDwellingInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator &rng) const
  162. {
  163. CGDwelling * dwelling = dynamic_cast<CGDwelling*>(object);
  164. dwelling->creatures.clear();
  165. dwelling->creatures.reserve(availableCreatures.size());
  166. for(auto & entry : availableCreatures)
  167. {
  168. dwelling->creatures.resize(dwelling->creatures.size() + 1);
  169. for(const CCreature * cre : entry)
  170. dwelling->creatures.back().second.push_back(cre->idNumber);
  171. }
  172. bool guarded = false; //TODO: serialize for sanity
  173. if(guards.getType() == JsonNode::JsonType::DATA_BOOL) //simple switch
  174. {
  175. if(guards.Bool())
  176. {
  177. guarded = true;
  178. }
  179. }
  180. else if(guards.getType() == JsonNode::JsonType::DATA_VECTOR) //custom guards (eg. Elemental Conflux)
  181. {
  182. for(auto & stack : JsonRandom::loadCreatures(guards, rng))
  183. {
  184. dwelling->putStack(SlotID(dwelling->stacksCount()), new CStackInstance(stack.type->idNumber, stack.count));
  185. }
  186. }
  187. else //default condition - creatures are of level 5 or higher
  188. {
  189. for(auto creatureEntry : availableCreatures)
  190. {
  191. if(creatureEntry.at(0)->level >= 5)
  192. {
  193. guarded = true;
  194. break;
  195. }
  196. }
  197. }
  198. if(guarded)
  199. {
  200. for(auto creatureEntry : availableCreatures)
  201. {
  202. const CCreature * crea = creatureEntry.at(0);
  203. dwelling->putStack(SlotID(dwelling->stacksCount()), new CStackInstance(crea->idNumber, crea->growth * 3));
  204. }
  205. }
  206. }
  207. bool CDwellingInstanceConstructor::producesCreature(const CCreature * crea) const
  208. {
  209. for(auto & entry : availableCreatures)
  210. {
  211. for(const CCreature * cre : entry)
  212. if(crea == cre)
  213. return true;
  214. }
  215. return false;
  216. }
  217. std::vector<const CCreature *> CDwellingInstanceConstructor::getProducedCreatures() const
  218. {
  219. std::vector<const CCreature *> creatures; //no idea why it's 2D, to be honest
  220. for(auto & entry : availableCreatures)
  221. {
  222. for(const CCreature * cre : entry)
  223. creatures.push_back(cre);
  224. }
  225. return creatures;
  226. }
  227. CBankInstanceConstructor::CBankInstanceConstructor()
  228. : bankResetDuration(0)
  229. {
  230. }
  231. void CBankInstanceConstructor::initTypeData(const JsonNode & input)
  232. {
  233. //TODO: name = input["name"].String();
  234. levels = input["levels"].Vector();
  235. bankResetDuration = static_cast<si32>(input["resetDuration"].Float());
  236. }
  237. CGObjectInstance *CBankInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
  238. {
  239. return createTyped(tmpl);
  240. }
  241. BankConfig CBankInstanceConstructor::generateConfig(const JsonNode & level, CRandomGenerator & rng) const
  242. {
  243. BankConfig bc;
  244. bc.chance = static_cast<ui32>(level["chance"].Float());
  245. bc.guards = JsonRandom::loadCreatures(level["guards"], rng);
  246. bc.upgradeChance = static_cast<ui32>(level["upgrade_chance"].Float());
  247. bc.combatValue = static_cast<ui32>(level["combat_value"].Float());
  248. std::vector<SpellID> spells;
  249. for (size_t i=0; i<6; i++)
  250. IObjectInterface::cb->getAllowedSpells(spells, static_cast<ui16>(i));
  251. bc.resources = Res::ResourceSet(level["reward"]["resources"]);
  252. bc.creatures = JsonRandom::loadCreatures(level["reward"]["creatures"], rng);
  253. bc.artifacts = JsonRandom::loadArtifacts(level["reward"]["artifacts"], rng);
  254. bc.spells = JsonRandom::loadSpells(level["reward"]["spells"], rng, spells);
  255. bc.value = static_cast<ui32>(level["value"].Float());
  256. return bc;
  257. }
  258. void CBankInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
  259. {
  260. auto bank = dynamic_cast<CBank*>(object);
  261. bank->resetDuration = bankResetDuration;
  262. si32 totalChance = 0;
  263. for (auto & node : levels)
  264. totalChance += static_cast<si32>(node["chance"].Float());
  265. assert(totalChance != 0);
  266. si32 selectedChance = rng.nextInt(totalChance - 1);
  267. int cumulativeChance = 0;
  268. for(auto & node : levels)
  269. {
  270. cumulativeChance += static_cast<int>(node["chance"].Float());
  271. if(selectedChance < cumulativeChance)
  272. {
  273. bank->setConfig(generateConfig(node, rng));
  274. break;
  275. }
  276. }
  277. }
  278. CBankInfo::CBankInfo(const JsonVector & Config) :
  279. config(Config)
  280. {
  281. assert(!Config.empty());
  282. }
  283. static void addStackToArmy(IObjectInfo::CArmyStructure & army, const CCreature * crea, si32 amount)
  284. {
  285. army.totalStrength += crea->fightValue * amount;
  286. bool walker = true;
  287. if(crea->hasBonusOfType(Bonus::SHOOTER))
  288. {
  289. army.shootersStrength += crea->fightValue * amount;
  290. walker = false;
  291. }
  292. if(crea->hasBonusOfType(Bonus::FLYING))
  293. {
  294. army.flyersStrength += crea->fightValue * amount;
  295. walker = false;
  296. }
  297. if(walker)
  298. army.walkersStrength += crea->fightValue * amount;
  299. }
  300. IObjectInfo::CArmyStructure CBankInfo::minGuards() const
  301. {
  302. std::vector<IObjectInfo::CArmyStructure> armies;
  303. for(auto configEntry : config)
  304. {
  305. auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
  306. IObjectInfo::CArmyStructure army;
  307. for(auto & stack : stacks)
  308. {
  309. assert(!stack.allowedCreatures.empty());
  310. auto weakest = boost::range::min_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
  311. {
  312. return a->fightValue < b->fightValue;
  313. });
  314. addStackToArmy(army, *weakest, stack.minAmount);
  315. }
  316. armies.push_back(army);
  317. }
  318. return *boost::range::min_element(armies);
  319. }
  320. IObjectInfo::CArmyStructure CBankInfo::maxGuards() const
  321. {
  322. std::vector<IObjectInfo::CArmyStructure> armies;
  323. for(auto configEntry : config)
  324. {
  325. auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
  326. IObjectInfo::CArmyStructure army;
  327. for(auto & stack : stacks)
  328. {
  329. assert(!stack.allowedCreatures.empty());
  330. auto strongest = boost::range::max_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
  331. {
  332. return a->fightValue < b->fightValue;
  333. });
  334. addStackToArmy(army, *strongest, stack.maxAmount);
  335. }
  336. armies.push_back(army);
  337. }
  338. return *boost::range::max_element(armies);
  339. }
  340. TPossibleGuards CBankInfo::getPossibleGuards() const
  341. {
  342. TPossibleGuards out;
  343. for(const JsonNode & configEntry : config)
  344. {
  345. const JsonNode & guardsInfo = configEntry["guards"];
  346. auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
  347. IObjectInfo::CArmyStructure army;
  348. for(auto stack : stacks)
  349. {
  350. army.totalStrength += stack.allowedCreatures.front()->AIValue * (stack.minAmount + stack.maxAmount) / 2;
  351. //TODO: add fields for flyers, walkers etc...
  352. }
  353. ui8 chance = static_cast<ui8>(configEntry["chance"].Float());
  354. out.push_back(std::make_pair(chance, army));
  355. }
  356. return out;
  357. }
  358. std::vector<PossibleReward<TResources>> CBankInfo::getPossibleResourcesReward() const
  359. {
  360. std::vector<PossibleReward<TResources>> result;
  361. for(const JsonNode & configEntry : config)
  362. {
  363. const JsonNode & resourcesInfo = configEntry["reward"]["resources"];
  364. if(!resourcesInfo.isNull())
  365. {
  366. result.push_back(
  367. PossibleReward<TResources>(
  368. configEntry["chance"].Integer(),
  369. TResources(resourcesInfo)
  370. ));
  371. }
  372. }
  373. return result;
  374. }
  375. std::vector<PossibleReward<CStackBasicDescriptor>> CBankInfo::getPossibleCreaturesReward() const
  376. {
  377. std::vector<PossibleReward<CStackBasicDescriptor>> aproximateReward;
  378. for(const JsonNode & configEntry : config)
  379. {
  380. const JsonNode & guardsInfo = configEntry["reward"]["creatures"];
  381. auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
  382. for(auto stack : stacks)
  383. {
  384. auto creature = stack.allowedCreatures.front();
  385. aproximateReward.push_back(
  386. PossibleReward<CStackBasicDescriptor>(
  387. configEntry["chance"].Integer(),
  388. CStackBasicDescriptor(creature, (stack.minAmount + stack.maxAmount) / 2)));
  389. }
  390. }
  391. return aproximateReward;
  392. }
  393. bool CBankInfo::givesResources() const
  394. {
  395. for(const JsonNode & node : config)
  396. if(!node["reward"]["resources"].isNull())
  397. return true;
  398. return false;
  399. }
  400. bool CBankInfo::givesArtifacts() const
  401. {
  402. for(const JsonNode & node : config)
  403. if(!node["reward"]["artifacts"].isNull())
  404. return true;
  405. return false;
  406. }
  407. bool CBankInfo::givesCreatures() const
  408. {
  409. for(const JsonNode & node : config)
  410. if(!node["reward"]["creatures"].isNull())
  411. return true;
  412. return false;
  413. }
  414. bool CBankInfo::givesSpells() const
  415. {
  416. for(const JsonNode & node : config)
  417. if(!node["reward"]["spells"].isNull())
  418. return true;
  419. return false;
  420. }
  421. std::unique_ptr<IObjectInfo> CBankInstanceConstructor::getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const
  422. {
  423. return std::unique_ptr<IObjectInfo>(new CBankInfo(levels));
  424. }
  425. VCMI_LIB_NAMESPACE_END