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							- /*
 
- * 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_BEGIN
 
- bool 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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