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- /*
- * CTownHandler.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 "CTownHandler.h"
- #include "CTown.h"
- #include "CFaction.h"
- #include "../building/CBuilding.h"
- #include "../../CCreatureHandler.h"
- #include "../../CHeroHandler.h"
- #include "../../GameSettings.h"
- #include "../../TerrainHandler.h"
- #include "../../VCMI_Lib.h"
- #include "../../bonuses/Propagators.h"
- #include "../../constants/StringConstants.h"
- #include "../../mapObjectConstructors/AObjectTypeHandler.h"
- #include "../../mapObjectConstructors/CObjectClassesHandler.h"
- #include "../../modding/IdentifierStorage.h"
- #include "../../modding/ModScope.h"
- #include "../../spells/CSpellHandler.h"
- #include "../../texts/CGeneralTextHandler.h"
- #include "../../texts/CLegacyConfigParser.h"
- #include "../../json/JsonBonus.h"
- VCMI_LIB_NAMESPACE_BEGIN
- const int NAMES_PER_TOWN=16; // number of town names per faction in H3 files. Json can define any number
- CTownHandler::CTownHandler():
- randomTown(new CTown()),
- randomFaction(new CFaction())
- {
- randomFaction->town = randomTown;
- randomTown->faction = randomFaction;
- randomFaction->identifier = "random";
- randomFaction->modScope = "core";
- }
- CTownHandler::~CTownHandler()
- {
- delete randomFaction; // will also delete randomTown
- }
- JsonNode readBuilding(CLegacyConfigParser & parser)
- {
- JsonNode ret;
- JsonNode & cost = ret["cost"];
- //note: this code will try to parse mithril as well but wil always return 0 for it
- for(const std::string & resID : GameConstants::RESOURCE_NAMES)
- cost[resID].Float() = parser.readNumber();
- cost.Struct().erase("mithril"); // erase mithril to avoid confusing validator
- parser.endLine();
- return ret;
- }
- const TPropagatorPtr & CTownHandler::emptyPropagator()
- {
- static const TPropagatorPtr emptyProp(nullptr);
- return emptyProp;
- }
- std::vector<JsonNode> CTownHandler::loadLegacyData()
- {
- size_t dataSize = VLC->settings()->getInteger(EGameSettings::TEXTS_FACTION);
- std::vector<JsonNode> dest(dataSize);
- objects.resize(dataSize);
- auto getBuild = [&](size_t town, size_t building) -> JsonNode &
- {
- return dest[town]["town"]["buildings"][EBuildingType::names[building]];
- };
- CLegacyConfigParser parser(TextPath::builtin("DATA/BUILDING.TXT"));
- parser.endLine(); // header
- parser.endLine();
- //Unique buildings
- for (size_t town=0; town<dataSize; town++)
- {
- parser.endLine(); //header
- parser.endLine();
- int buildID = 17;
- do
- {
- getBuild(town, buildID) = readBuilding(parser);
- buildID++;
- }
- while (!parser.isNextEntryEmpty());
- }
- // Common buildings
- parser.endLine(); // header
- parser.endLine();
- parser.endLine();
- int buildID = 0;
- do
- {
- JsonNode building = readBuilding(parser);
- for (size_t town=0; town<dataSize; town++)
- getBuild(town, buildID) = building;
- buildID++;
- }
- while (!parser.isNextEntryEmpty());
- parser.endLine(); //header
- parser.endLine();
- //Dwellings
- for (size_t town=0; town<dataSize; town++)
- {
- parser.endLine(); //header
- parser.endLine();
- for (size_t i=0; i<14; i++)
- {
- getBuild(town, 30+i) = readBuilding(parser);
- }
- }
- {
- CLegacyConfigParser parser(TextPath::builtin("DATA/BLDGNEUT.TXT"));
- for(int building=0; building<15; building++)
- {
- std::string name = parser.readString();
- std::string descr = parser.readString();
- parser.endLine();
- for(int j=0; j<dataSize; j++)
- {
- getBuild(j, building)["name"].String() = name;
- getBuild(j, building)["description"].String() = descr;
- }
- }
- parser.endLine(); // silo
- parser.endLine(); // blacksmith //unused entries
- parser.endLine(); // moat
- //shipyard with the ship
- std::string name = parser.readString();
- std::string descr = parser.readString();
- parser.endLine();
- for(int town=0; town<dataSize; town++)
- {
- getBuild(town, 20)["name"].String() = name;
- getBuild(town, 20)["description"].String() = descr;
- }
- //blacksmith
- for(int town=0; town<dataSize; town++)
- {
- getBuild(town, 16)["name"].String() = parser.readString();
- getBuild(town, 16)["description"].String() = parser.readString();
- parser.endLine();
- }
- }
- {
- CLegacyConfigParser parser(TextPath::builtin("DATA/BLDGSPEC.TXT"));
- for(int town=0; town<dataSize; town++)
- {
- for(int build=0; build<9; build++)
- {
- getBuild(town, 17 + build)["name"].String() = parser.readString();
- getBuild(town, 17 + build)["description"].String() = parser.readString();
- parser.endLine();
- }
- getBuild(town, 26)["name"].String() = parser.readString(); // Grail
- getBuild(town, 26)["description"].String() = parser.readString();
- parser.endLine();
- getBuild(town, 15)["name"].String() = parser.readString(); // Resource silo
- getBuild(town, 15)["description"].String() = parser.readString();
- parser.endLine();
- }
- }
- {
- CLegacyConfigParser parser(TextPath::builtin("DATA/DWELLING.TXT"));
- for(int town=0; town<dataSize; town++)
- {
- for(int build=0; build<14; build++)
- {
- getBuild(town, 30 + build)["name"].String() = parser.readString();
- getBuild(town, 30 + build)["description"].String() = parser.readString();
- parser.endLine();
- }
- }
- }
- {
- CLegacyConfigParser typeParser(TextPath::builtin("DATA/TOWNTYPE.TXT"));
- CLegacyConfigParser nameParser(TextPath::builtin("DATA/TOWNNAME.TXT"));
- size_t townID=0;
- do
- {
- dest[townID]["name"].String() = typeParser.readString();
- for (int i=0; i<NAMES_PER_TOWN; i++)
- {
- JsonNode name;
- name.String() = nameParser.readString();
- dest[townID]["town"]["names"].Vector().push_back(name);
- nameParser.endLine();
- }
- townID++;
- }
- while (typeParser.endLine());
- }
- return dest;
- }
- void CTownHandler::loadBuildingRequirements(CBuilding * building, const JsonNode & source, std::vector<BuildingRequirementsHelper> & bidsToLoad) const
- {
- if (source.isNull())
- return;
- BuildingRequirementsHelper hlp;
- hlp.building = building;
- hlp.town = building->town;
- hlp.json = source;
- bidsToLoad.push_back(hlp);
- }
- void CTownHandler::addBonusesForVanilaBuilding(CBuilding * building) const
- {
- std::shared_ptr<Bonus> b;
- static const TPropagatorPtr playerPropagator = std::make_shared<CPropagatorNodeType>(CBonusSystemNode::ENodeTypes::PLAYER);
- if(building->bid == BuildingID::TAVERN)
- {
- b = createBonus(building, BonusType::MORALE, +1);
- }
- switch(building->subId)
- {
- case BuildingSubID::BROTHERHOOD_OF_SWORD:
- b = createBonus(building, BonusType::MORALE, +2);
- building->overrideBids.insert(BuildingID::TAVERN);
- break;
- case BuildingSubID::FOUNTAIN_OF_FORTUNE:
- b = createBonus(building, BonusType::LUCK, +2);
- break;
- case BuildingSubID::SPELL_POWER_GARRISON_BONUS:
- b = createBonus(building, BonusType::PRIMARY_SKILL, +2, BonusSubtypeID(PrimarySkill::SPELL_POWER));
- break;
- case BuildingSubID::ATTACK_GARRISON_BONUS:
- b = createBonus(building, BonusType::PRIMARY_SKILL, +2, BonusSubtypeID(PrimarySkill::ATTACK));
- break;
- case BuildingSubID::DEFENSE_GARRISON_BONUS:
- b = createBonus(building, BonusType::PRIMARY_SKILL, +2, BonusSubtypeID(PrimarySkill::DEFENSE));
- break;
- case BuildingSubID::LIGHTHOUSE:
- b = createBonus(building, BonusType::MOVEMENT, +500, BonusCustomSubtype::heroMovementSea, playerPropagator);
- break;
- }
- if(b)
- building->addNewBonus(b, building->buildingBonuses);
- }
- std::shared_ptr<Bonus> CTownHandler::createBonus(CBuilding * build, BonusType type, int val) const
- {
- return createBonus(build, type, val, BonusSubtypeID(), emptyPropagator());
- }
- std::shared_ptr<Bonus> CTownHandler::createBonus(CBuilding * build, BonusType type, int val, BonusSubtypeID subtype) const
- {
- return createBonus(build, type, val, subtype, emptyPropagator());
- }
- std::shared_ptr<Bonus> CTownHandler::createBonus(CBuilding * build, BonusType type, int val, BonusSubtypeID subtype, const TPropagatorPtr & prop) const
- {
- auto b = std::make_shared<Bonus>(BonusDuration::PERMANENT, type, BonusSource::TOWN_STRUCTURE, val, build->getUniqueTypeID(), subtype);
- b->description.appendTextID(build->getNameTextID());
- if(prop)
- b->addPropagator(prop);
- return b;
- }
- void CTownHandler::loadSpecialBuildingBonuses(const JsonNode & source, BonusList & bonusList, CBuilding * building)
- {
- for(const auto & b : source.Vector())
- {
- auto bonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::NONE, BonusSource::TOWN_STRUCTURE, 0, BonusSourceID(building->getUniqueTypeID()));
- if(!JsonUtils::parseBonus(b, bonus.get()))
- continue;
- bonus->description.appendTextID(building->getNameTextID());
- //JsonUtils::parseBuildingBonus produces UNKNOWN type propagator instead of empty.
- if(bonus->propagator != nullptr
- && bonus->propagator->getPropagatorType() == CBonusSystemNode::ENodeTypes::UNKNOWN)
- bonus->addPropagator(emptyPropagator());
- building->addNewBonus(bonus, bonusList);
- }
- }
- void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, const JsonNode & source)
- {
- assert(stringID.find(':') == std::string::npos);
- assert(!source.getModScope().empty());
- auto * ret = new CBuilding();
- ret->bid = getMappedValue<BuildingID, std::string>(stringID, BuildingID::NONE, MappedKeys::BUILDING_NAMES_TO_TYPES, false);
- ret->subId = BuildingSubID::NONE;
- if(ret->bid == BuildingID::NONE && !source["id"].isNull())
- {
- // FIXME: A lot of false-positives with no clear way to handle them in mods
- //logMod->warn("Building %s: id field is deprecated", stringID);
- ret->bid = source["id"].isNull() ? BuildingID(BuildingID::NONE) : BuildingID(source["id"].Float());
- }
- if (ret->bid == BuildingID::NONE)
- logMod->error("Building '%s' isn't recognized and won't work properly. Correct the typo or update VCMI.", stringID);
- ret->mode = ret->bid == BuildingID::GRAIL
- ? CBuilding::BUILD_GRAIL
- : getMappedValue<CBuilding::EBuildMode>(source["mode"], CBuilding::BUILD_NORMAL, CBuilding::MODES);
- ret->height = getMappedValue<CBuilding::ETowerHeight>(source["height"], CBuilding::HEIGHT_NO_TOWER, CBuilding::TOWER_TYPES);
- ret->identifier = stringID;
- ret->modScope = source.getModScope();
- ret->town = town;
- VLC->generaltexth->registerString(source.getModScope(), ret->getNameTextID(), source["name"].String());
- VLC->generaltexth->registerString(source.getModScope(), ret->getDescriptionTextID(), source["description"].String());
- ret->resources = TResources(source["cost"]);
- ret->produce = TResources(source["produce"]);
- if(ret->bid == BuildingID::TAVERN)
- addBonusesForVanilaBuilding(ret);
- else if(ret->bid.IsSpecialOrGrail())
- {
- loadSpecialBuildingBonuses(source["bonuses"], ret->buildingBonuses, ret);
- if(ret->buildingBonuses.empty())
- {
- ret->subId = getMappedValue<BuildingSubID::EBuildingSubID>(source["type"], BuildingSubID::NONE, MappedKeys::SPECIAL_BUILDINGS);
- addBonusesForVanilaBuilding(ret);
- }
- loadSpecialBuildingBonuses(source["onVisitBonuses"], ret->onVisitBonuses, ret);
- if(!ret->onVisitBonuses.empty())
- {
- if(ret->subId == BuildingSubID::NONE)
- ret->subId = BuildingSubID::CUSTOM_VISITING_BONUS;
- for(auto & bonus : ret->onVisitBonuses)
- bonus->sid = BonusSourceID(ret->getUniqueTypeID());
- }
-
- if(source["type"].String() == "configurable" && ret->subId == BuildingSubID::NONE)
- {
- ret->subId = BuildingSubID::CUSTOM_VISITING_REWARD;
- ret->rewardableObjectInfo.init(source, ret->getBaseTextID());
- }
- }
- //MODS COMPATIBILITY FOR 0.96
- if(!ret->produce.nonZero())
- {
- switch (ret->bid.toEnum()) {
- break; case BuildingID::VILLAGE_HALL: ret->produce[EGameResID::GOLD] = 500;
- break; case BuildingID::TOWN_HALL : ret->produce[EGameResID::GOLD] = 1000;
- break; case BuildingID::CITY_HALL : ret->produce[EGameResID::GOLD] = 2000;
- break; case BuildingID::CAPITOL : ret->produce[EGameResID::GOLD] = 4000;
- break; case BuildingID::GRAIL : ret->produce[EGameResID::GOLD] = 5000;
- break; case BuildingID::RESOURCE_SILO :
- {
- switch (ret->town->primaryRes.toEnum())
- {
- case EGameResID::GOLD:
- ret->produce[ret->town->primaryRes] = 500;
- break;
- case EGameResID::WOOD_AND_ORE:
- ret->produce[EGameResID::WOOD] = 1;
- ret->produce[EGameResID::ORE] = 1;
- break;
- default:
- ret->produce[ret->town->primaryRes] = 1;
- break;
- }
- }
- }
- }
- loadBuildingRequirements(ret, source["requires"], requirementsToLoad);
- if(ret->bid.IsSpecialOrGrail())
- loadBuildingRequirements(ret, source["overrides"], overriddenBidsToLoad);
- if (!source["upgrades"].isNull())
- {
- // building id and upgrades can't be the same
- if(stringID == source["upgrades"].String())
- {
- throw std::runtime_error(boost::str(boost::format("Building with ID '%s' of town '%s' can't be an upgrade of the same building.") %
- stringID % ret->town->faction->getNameTranslated()));
- }
- VLC->identifiers()->requestIdentifier(ret->town->getBuildingScope(), source["upgrades"], [=](si32 identifier)
- {
- ret->upgrade = BuildingID(identifier);
- });
- }
- else
- ret->upgrade = BuildingID::NONE;
- ret->town->buildings[ret->bid] = ret;
- registerObject(source.getModScope(), ret->town->getBuildingScope(), ret->identifier, ret->bid.getNum());
- }
- void CTownHandler::loadBuildings(CTown * town, const JsonNode & source)
- {
- if(source.isStruct())
- {
- for(const auto & node : source.Struct())
- {
- if (!node.second.isNull())
- loadBuilding(town, node.first, node.second);
- }
- }
- }
- void CTownHandler::loadStructure(CTown &town, const std::string & stringID, const JsonNode & source) const
- {
- auto * ret = new CStructure();
- ret->building = nullptr;
- ret->buildable = nullptr;
- VLC->identifiers()->tryRequestIdentifier( source.getModScope(), "building." + town.faction->getJsonKey(), stringID, [=, &town](si32 identifier) mutable
- {
- ret->building = town.buildings[BuildingID(identifier)];
- });
- if (source["builds"].isNull())
- {
- VLC->identifiers()->tryRequestIdentifier( source.getModScope(), "building." + town.faction->getJsonKey(), stringID, [=, &town](si32 identifier) mutable
- {
- ret->building = town.buildings[BuildingID(identifier)];
- });
- }
- else
- {
- VLC->identifiers()->requestIdentifier("building." + town.faction->getJsonKey(), source["builds"], [=, &town](si32 identifier) mutable
- {
- ret->buildable = town.buildings[BuildingID(identifier)];
- });
- }
- ret->identifier = stringID;
- ret->pos.x = static_cast<si32>(source["x"].Float());
- ret->pos.y = static_cast<si32>(source["y"].Float());
- ret->pos.z = static_cast<si32>(source["z"].Float());
- ret->hiddenUpgrade = source["hidden"].Bool();
- ret->defName = AnimationPath::fromJson(source["animation"]);
- ret->borderName = ImagePath::fromJson(source["border"]);
- ret->areaName = ImagePath::fromJson(source["area"]);
- town.clientInfo.structures.emplace_back(ret);
- }
- void CTownHandler::loadStructures(CTown &town, const JsonNode & source) const
- {
- for(const auto & node : source.Struct())
- {
- if (!node.second.isNull())
- loadStructure(town, node.first, node.second);
- }
- }
- void CTownHandler::loadTownHall(CTown &town, const JsonNode & source) const
- {
- auto & dstSlots = town.clientInfo.hallSlots;
- const auto & srcSlots = source.Vector();
- dstSlots.resize(srcSlots.size());
- for(size_t i=0; i<dstSlots.size(); i++)
- {
- auto & dstRow = dstSlots[i];
- const auto & srcRow = srcSlots[i].Vector();
- dstRow.resize(srcRow.size());
- for(size_t j=0; j < dstRow.size(); j++)
- {
- auto & dstBox = dstRow[j];
- const auto & srcBox = srcRow[j].Vector();
- dstBox.resize(srcBox.size());
- for(size_t k=0; k<dstBox.size(); k++)
- {
- auto & dst = dstBox[k];
- const auto & src = srcBox[k];
- VLC->identifiers()->requestIdentifier("building." + town.faction->getJsonKey(), src, [&](si32 identifier)
- {
- dst = BuildingID(identifier);
- });
- }
- }
- }
- }
- Point JsonToPoint(const JsonNode & node)
- {
- if(!node.isStruct())
- return Point::makeInvalid();
- Point ret;
- ret.x = static_cast<si32>(node["x"].Float());
- ret.y = static_cast<si32>(node["y"].Float());
- return ret;
- }
- void CTownHandler::loadSiegeScreen(CTown &town, const JsonNode & source) const
- {
- town.clientInfo.siegePrefix = source["imagePrefix"].String();
- town.clientInfo.towerIconSmall = source["towerIconSmall"].String();
- town.clientInfo.towerIconLarge = source["towerIconLarge"].String();
- VLC->identifiers()->requestIdentifier("creature", source["shooter"], [&town](si32 creature)
- {
- auto crId = CreatureID(creature);
- if((*VLC->creh)[crId]->animation.missileFrameAngles.empty())
- logMod->error("Mod '%s' error: Creature '%s' on the Archer's tower is not a shooter. Mod should be fixed. Siege will not work properly!"
- , town.faction->getNameTranslated()
- , (*VLC->creh)[crId]->getNameSingularTranslated());
- town.clientInfo.siegeShooter = crId;
- });
- auto & pos = town.clientInfo.siegePositions;
- pos.resize(21);
- pos[8] = JsonToPoint(source["towers"]["top"]["tower"]);
- pos[17] = JsonToPoint(source["towers"]["top"]["battlement"]);
- pos[20] = JsonToPoint(source["towers"]["top"]["creature"]);
- pos[2] = JsonToPoint(source["towers"]["keep"]["tower"]);
- pos[15] = JsonToPoint(source["towers"]["keep"]["battlement"]);
- pos[18] = JsonToPoint(source["towers"]["keep"]["creature"]);
- pos[3] = JsonToPoint(source["towers"]["bottom"]["tower"]);
- pos[16] = JsonToPoint(source["towers"]["bottom"]["battlement"]);
- pos[19] = JsonToPoint(source["towers"]["bottom"]["creature"]);
- pos[9] = JsonToPoint(source["gate"]["gate"]);
- pos[10] = JsonToPoint(source["gate"]["arch"]);
- pos[7] = JsonToPoint(source["walls"]["upper"]);
- pos[6] = JsonToPoint(source["walls"]["upperMid"]);
- pos[5] = JsonToPoint(source["walls"]["bottomMid"]);
- pos[4] = JsonToPoint(source["walls"]["bottom"]);
- pos[13] = JsonToPoint(source["moat"]["moat"]);
- pos[14] = JsonToPoint(source["moat"]["bank"]);
- pos[11] = JsonToPoint(source["static"]["bottom"]);
- pos[12] = JsonToPoint(source["static"]["top"]);
- pos[1] = JsonToPoint(source["static"]["background"]);
- }
- static void readIcon(JsonNode source, std::string & small, std::string & large)
- {
- if (source.getType() == JsonNode::JsonType::DATA_STRUCT) // don't crash on old format
- {
- small = source["small"].String();
- large = source["large"].String();
- }
- }
- void CTownHandler::loadClientData(CTown &town, const JsonNode & source) const
- {
- CTown::ClientInfo & info = town.clientInfo;
- readIcon(source["icons"]["village"]["normal"], info.iconSmall[0][0], info.iconLarge[0][0]);
- readIcon(source["icons"]["village"]["built"], info.iconSmall[0][1], info.iconLarge[0][1]);
- readIcon(source["icons"]["fort"]["normal"], info.iconSmall[1][0], info.iconLarge[1][0]);
- readIcon(source["icons"]["fort"]["built"], info.iconSmall[1][1], info.iconLarge[1][1]);
- if (source["musicTheme"].isVector())
- {
- for (auto const & entry : source["musicTheme"].Vector())
- info.musicTheme.push_back(AudioPath::fromJson(entry));
- }
- else
- {
- info.musicTheme.push_back(AudioPath::fromJson(source["musicTheme"]));
- }
- info.hallBackground = ImagePath::fromJson(source["hallBackground"]);
- info.townBackground = ImagePath::fromJson(source["townBackground"]);
- info.guildWindow = ImagePath::fromJson(source["guildWindow"]);
- info.buildingsIcons = AnimationPath::fromJson(source["buildingsIcons"]);
- info.guildBackground = ImagePath::fromJson(source["guildBackground"]);
- info.tavernVideo = VideoPath::fromJson(source["tavernVideo"]);
- loadTownHall(town, source["hallSlots"]);
- loadStructures(town, source["structures"]);
- loadSiegeScreen(town, source["siege"]);
- }
- void CTownHandler::loadTown(CTown * town, const JsonNode & source)
- {
- const auto * resIter = boost::find(GameConstants::RESOURCE_NAMES, source["primaryResource"].String());
- if(resIter == std::end(GameConstants::RESOURCE_NAMES))
- town->primaryRes = GameResID(EGameResID::WOOD_AND_ORE); //Wood + Ore
- else
- town->primaryRes = GameResID(resIter - std::begin(GameConstants::RESOURCE_NAMES));
- warMachinesToLoad[town] = source["warMachine"];
- town->mageLevel = static_cast<ui32>(source["mageGuild"].Float());
- town->namesCount = 0;
- for(const auto & name : source["names"].Vector())
- {
- VLC->generaltexth->registerString(town->faction->modScope, town->getRandomNameTextID(town->namesCount), name.String());
- town->namesCount += 1;
- }
- if (!source["moatAbility"].isNull()) // VCMI 1.2 compatibility code
- {
- VLC->identifiers()->requestIdentifier( "spell", source["moatAbility"], [=](si32 ability)
- {
- town->moatAbility = SpellID(ability);
- });
- }
- else
- {
- VLC->identifiers()->requestIdentifier( source.getModScope(), "spell", "castleMoat", [=](si32 ability)
- {
- town->moatAbility = SpellID(ability);
- });
- }
- // Horde building creature level
- for(const JsonNode &node : source["horde"].Vector())
- town->hordeLvl[static_cast<int>(town->hordeLvl.size())] = static_cast<int>(node.Float());
- // town needs to have exactly 2 horde entries. Validation will take care of 2+ entries
- // but anything below 2 must be handled here
- for (size_t i=source["horde"].Vector().size(); i<2; i++)
- town->hordeLvl[static_cast<int>(i)] = -1;
- const JsonVector & creatures = source["creatures"].Vector();
- town->creatures.resize(creatures.size());
- for (size_t i=0; i< creatures.size(); i++)
- {
- const JsonVector & level = creatures[i].Vector();
- town->creatures[i].resize(level.size());
- for (size_t j=0; j<level.size(); j++)
- {
- VLC->identifiers()->requestIdentifier("creature", level[j], [=](si32 creature)
- {
- town->creatures[i][j] = CreatureID(creature);
- });
- }
- }
- town->defaultTavernChance = static_cast<ui32>(source["defaultTavern"].Float());
- /// set chance of specific hero class to appear in this town
- for(const auto & node : source["tavern"].Struct())
- {
- int chance = static_cast<int>(node.second.Float());
- VLC->identifiers()->requestIdentifier(node.second.getModScope(), "heroClass",node.first, [=](si32 classID)
- {
- VLC->heroclassesh->objects[classID]->selectionProbability[town->faction->getId()] = chance;
- });
- }
- for(const auto & node : source["guildSpells"].Struct())
- {
- int chance = static_cast<int>(node.second.Float());
- VLC->identifiers()->requestIdentifier(node.second.getModScope(), "spell", node.first, [=](si32 spellID)
- {
- VLC->spellh->objects.at(spellID)->probabilities[town->faction->getId()] = chance;
- });
- }
- for(const JsonNode & d : source["adventureMap"]["dwellings"].Vector())
- {
- town->dwellings.push_back(d["graphics"].String());
- town->dwellingNames.push_back(d["name"].String());
- }
- loadBuildings(town, source["buildings"]);
- loadClientData(*town, source);
- }
- void CTownHandler::loadPuzzle(CFaction &faction, const JsonNode &source) const
- {
- faction.puzzleMap.reserve(GameConstants::PUZZLE_MAP_PIECES);
- std::string prefix = source["prefix"].String();
- for(const JsonNode &piece : source["pieces"].Vector())
- {
- size_t index = faction.puzzleMap.size();
- SPuzzleInfo spi;
- spi.position.x = static_cast<si16>(piece["x"].Float());
- spi.position.y = static_cast<si16>(piece["y"].Float());
- spi.whenUncovered = static_cast<ui16>(piece["index"].Float());
- spi.number = static_cast<ui16>(index);
- // filename calculation
- std::ostringstream suffix;
- suffix << std::setfill('0') << std::setw(2) << index;
- spi.filename = ImagePath::builtinTODO(prefix + suffix.str());
- faction.puzzleMap.push_back(spi);
- }
- assert(faction.puzzleMap.size() == GameConstants::PUZZLE_MAP_PIECES);
- }
- std::shared_ptr<CFaction> CTownHandler::loadFromJson(const std::string & scope, const JsonNode & source, const std::string & identifier, size_t index)
- {
- assert(identifier.find(':') == std::string::npos);
- auto faction = std::make_shared<CFaction>();
- faction->index = static_cast<FactionID>(index);
- faction->modScope = scope;
- faction->identifier = identifier;
- VLC->generaltexth->registerString(scope, faction->getNameTextID(), source["name"].String());
- VLC->generaltexth->registerString(scope, faction->getDescriptionTranslated(), source["description"].String());
- faction->creatureBg120 = ImagePath::fromJson(source["creatureBackground"]["120px"]);
- faction->creatureBg130 = ImagePath::fromJson(source["creatureBackground"]["130px"]);
- faction->boatType = BoatId::CASTLE; //Do not crash
- if (!source["boat"].isNull())
- {
- VLC->identifiers()->requestIdentifier("core:boat", source["boat"], [=](int32_t boatTypeID)
- {
- faction->boatType = BoatId(boatTypeID);
- });
- }
- int alignment = vstd::find_pos(GameConstants::ALIGNMENT_NAMES, source["alignment"].String());
- if (alignment == -1)
- faction->alignment = EAlignment::NEUTRAL;
- else
- faction->alignment = static_cast<EAlignment>(alignment);
-
- auto preferUndergound = source["preferUndergroundPlacement"];
- faction->preferUndergroundPlacement = preferUndergound.isNull() ? false : preferUndergound.Bool();
- faction->special = source["special"].Bool();
- // NOTE: semi-workaround - normally, towns are supposed to have native terrains.
- // Towns without one are exceptions. So, vcmi requires nativeTerrain to be defined
- // But allows it to be defined with explicit value of "none" if town should not have native terrain
- // This is better than allowing such terrain-less towns silently, leading to issues with RMG
- faction->nativeTerrain = ETerrainId::NONE;
- if ( !source["nativeTerrain"].isNull() && source["nativeTerrain"].String() != "none")
- {
- VLC->identifiers()->requestIdentifier("terrain", source["nativeTerrain"], [=](int32_t index){
- faction->nativeTerrain = TerrainId(index);
- auto const & terrain = VLC->terrainTypeHandler->getById(faction->nativeTerrain);
- if (!terrain->isSurface() && !terrain->isUnderground())
- logMod->warn("Faction %s has terrain %s as native, but terrain is not suitable for either surface or subterranean layers!", faction->getJsonKey(), terrain->getJsonKey());
- });
- }
- if (!source["town"].isNull())
- {
- faction->town = new CTown();
- faction->town->faction = faction.get();
- loadTown(faction->town, source["town"]);
- }
- else
- faction->town = nullptr;
- if (!source["puzzleMap"].isNull())
- loadPuzzle(*faction, source["puzzleMap"]);
- return faction;
- }
- void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
- {
- auto object = loadFromJson(scope, data, name, objects.size());
- objects.emplace_back(object);
- if (object->town)
- {
- auto & info = object->town->clientInfo;
- info.icons[0][0] = 8 + object->index.getNum() * 4 + 0;
- info.icons[0][1] = 8 + object->index.getNum() * 4 + 1;
- info.icons[1][0] = 8 + object->index.getNum() * 4 + 2;
- info.icons[1][1] = 8 + object->index.getNum() * 4 + 3;
- VLC->identifiers()->requestIdentifier(scope, "object", "town", [=](si32 index)
- {
- // register town once objects are loaded
- JsonNode config = data["town"]["mapObject"];
- config["faction"].String() = name;
- config["faction"].setModScope(scope, false);
- if (config.getModScope().empty())// MODS COMPATIBILITY FOR 0.96
- config.setModScope(scope, false);
- VLC->objtypeh->loadSubObject(object->identifier, config, index, object->index);
- // MODS COMPATIBILITY FOR 0.96
- const auto & advMap = data["town"]["adventureMap"];
- if (!advMap.isNull())
- {
- logMod->warn("Outdated town mod. Will try to generate valid templates out of fort");
- JsonNode config;
- config["animation"] = advMap["castle"];
- VLC->objtypeh->getHandlerFor(index, object->index)->addTemplate(config);
- }
- });
- }
- registerObject(scope, "faction", name, object->index.getNum());
- }
- void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
- {
- auto object = loadFromJson(scope, data, name, index);
- if (objects.size() > index)
- assert(objects[index] == nullptr); // ensure that this id was not loaded before
- else
- objects.resize(index + 1);
- objects[index] = object;
- if (object->town)
- {
- auto & info = object->town->clientInfo;
- info.icons[0][0] = (GameConstants::F_NUMBER + object->index.getNum()) * 2 + 0;
- info.icons[0][1] = (GameConstants::F_NUMBER + object->index.getNum()) * 2 + 1;
- info.icons[1][0] = object->index.getNum() * 2 + 0;
- info.icons[1][1] = object->index.getNum() * 2 + 1;
- VLC->identifiers()->requestIdentifier(scope, "object", "town", [=](si32 index)
- {
- // register town once objects are loaded
- JsonNode config = data["town"]["mapObject"];
- config["faction"].String() = name;
- config["faction"].setModScope(scope, false);
- VLC->objtypeh->loadSubObject(object->identifier, config, index, object->index);
- });
- }
- registerObject(scope, "faction", name, object->index.getNum());
- }
- void CTownHandler::loadRandomFaction()
- {
- JsonNode randomFactionJson(JsonPath::builtin("config/factions/random.json"));
- randomFactionJson.setModScope(ModScope::scopeBuiltin(), true);
- loadBuildings(randomTown, randomFactionJson["random"]["town"]["buildings"]);
- }
- void CTownHandler::loadCustom()
- {
- loadRandomFaction();
- }
- void CTownHandler::afterLoadFinalization()
- {
- initializeRequirements();
- initializeOverridden();
- initializeWarMachines();
- }
- void CTownHandler::initializeRequirements()
- {
- // must be done separately after all ID's are known
- for (auto & requirement : requirementsToLoad)
- {
- requirement.building->requirements = CBuilding::TRequired(requirement.json, [&](const JsonNode & node) -> BuildingID
- {
- if (node.Vector().size() > 1)
- {
- logMod->error("Unexpected length of town buildings requirements: %d", node.Vector().size());
- logMod->error("Entry contains: ");
- logMod->error(node.toString());
- }
- auto index = VLC->identifiers()->getIdentifier(requirement.town->getBuildingScope(), node[0]);
- if (!index.has_value())
- {
- logMod->error("Unknown building in town buildings: %s", node[0].String());
- return BuildingID::NONE;
- }
- return BuildingID(index.value());
- });
- }
- requirementsToLoad.clear();
- }
- void CTownHandler::initializeOverridden()
- {
- for(auto & bidHelper : overriddenBidsToLoad)
- {
- auto jsonNode = bidHelper.json;
- auto scope = bidHelper.town->getBuildingScope();
- for(const auto & b : jsonNode.Vector())
- {
- auto bid = BuildingID(VLC->identifiers()->getIdentifier(scope, b).value());
- bidHelper.building->overrideBids.insert(bid);
- }
- }
- overriddenBidsToLoad.clear();
- }
- void CTownHandler::initializeWarMachines()
- {
- // must be done separately after all objects are loaded
- for(auto & p : warMachinesToLoad)
- {
- CTown * t = p.first;
- JsonNode creatureKey = p.second;
- auto ret = VLC->identifiers()->getIdentifier("creature", creatureKey, false);
- if(ret)
- {
- const CCreature * creature = CreatureID(*ret).toCreature();
- t->warMachine = creature->warMachine;
- }
- }
- warMachinesToLoad.clear();
- }
- std::set<FactionID> CTownHandler::getDefaultAllowed() const
- {
- std::set<FactionID> allowedFactions;
- for(const auto & town : objects)
- if (town->town != nullptr && !town->special)
- allowedFactions.insert(town->getId());
- return allowedFactions;
- }
- std::set<FactionID> CTownHandler::getAllowedFactions(bool withTown) const
- {
- if (withTown)
- return getDefaultAllowed();
- std::set<FactionID> result;
- for(const auto & town : objects)
- result.insert(town->getId());
- return result;
- }
- const std::vector<std::string> & CTownHandler::getTypeNames() const
- {
- static const std::vector<std::string> typeNames = { "faction", "town" };
- return typeNames;
- }
- VCMI_LIB_NAMESPACE_END
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