CBankInstanceConstructor.cpp 5.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193
  1. /*
  2. * CBankInstanceConstructor.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 "CBankInstanceConstructor.h"
  12. #include "../json/JsonRandom.h"
  13. #include "../CGeneralTextHandler.h"
  14. #include "../IGameCallback.h"
  15. #include <vstd/RNG.h>
  16. VCMI_LIB_NAMESPACE_BEGIN
  17. bool CBankInstanceConstructor::hasNameTextID() const
  18. {
  19. return true;
  20. }
  21. void CBankInstanceConstructor::initTypeData(const JsonNode & input)
  22. {
  23. if (input.Struct().count("name") == 0)
  24. logMod->warn("Bank %s missing name!", getJsonKey());
  25. VLC->generaltexth->registerString(input.getModScope(), getNameTextID(), input["name"].String());
  26. levels = input["levels"].Vector();
  27. bankResetDuration = static_cast<si32>(input["resetDuration"].Float());
  28. blockVisit = input["blockedVisitable"].Bool();
  29. coastVisitable = input["coastVisitable"].Bool();
  30. regularUnitPlacement = input["regularUnitPlacement"].Bool();
  31. }
  32. BankConfig CBankInstanceConstructor::generateConfig(IGameCallback * cb, const JsonNode & level, vstd::RNG & rng) const
  33. {
  34. BankConfig bc;
  35. JsonRandom randomizer(cb);
  36. JsonRandom::Variables emptyVariables;
  37. bc.chance = static_cast<ui32>(level["chance"].Float());
  38. bc.guards = randomizer.loadCreatures(level["guards"], rng, emptyVariables);
  39. bc.resources = ResourceSet(level["reward"]["resources"]);
  40. bc.creatures = randomizer.loadCreatures(level["reward"]["creatures"], rng, emptyVariables);
  41. bc.artifacts = randomizer.loadArtifacts(level["reward"]["artifacts"], rng, emptyVariables);
  42. bc.spells = randomizer.loadSpells(level["reward"]["spells"], rng, emptyVariables);
  43. return bc;
  44. }
  45. void CBankInstanceConstructor::randomizeObject(CBank * bank, vstd::RNG & rng) const
  46. {
  47. bank->resetDuration = bankResetDuration;
  48. bank->blockVisit = blockVisit;
  49. bank->coastVisitable = coastVisitable;
  50. bank->regularUnitPlacement = regularUnitPlacement;
  51. si32 totalChance = 0;
  52. for(const auto & node : levels)
  53. totalChance += static_cast<si32>(node["chance"].Float());
  54. assert(totalChance != 0);
  55. si32 selectedChance = rng.nextInt(totalChance - 1);
  56. int cumulativeChance = 0;
  57. for(const auto & node : levels)
  58. {
  59. cumulativeChance += static_cast<int>(node["chance"].Float());
  60. if(selectedChance < cumulativeChance)
  61. {
  62. bank->setConfig(generateConfig(bank->cb, node, rng));
  63. break;
  64. }
  65. }
  66. }
  67. CBankInfo::CBankInfo(const JsonVector & Config) :
  68. config(Config)
  69. {
  70. assert(!Config.empty());
  71. }
  72. TPossibleGuards CBankInfo::getPossibleGuards(IGameCallback * cb) const
  73. {
  74. JsonRandom::Variables emptyVariables;
  75. JsonRandom randomizer(cb);
  76. TPossibleGuards out;
  77. for(const JsonNode & configEntry : config)
  78. {
  79. const JsonNode & guardsInfo = configEntry["guards"];
  80. auto stacks = randomizer.evaluateCreatures(guardsInfo, emptyVariables);
  81. IObjectInfo::CArmyStructure army;
  82. for(auto stack : stacks)
  83. {
  84. army.totalStrength += stack.allowedCreatures.front()->getAIValue() * (stack.minAmount + stack.maxAmount) / 2;
  85. //TODO: add fields for flyers, walkers etc...
  86. }
  87. ui8 chance = static_cast<ui8>(configEntry["chance"].Float());
  88. out.push_back(std::make_pair(chance, army));
  89. }
  90. return out;
  91. }
  92. std::vector<PossibleReward<TResources>> CBankInfo::getPossibleResourcesReward() const
  93. {
  94. std::vector<PossibleReward<TResources>> result;
  95. for(const JsonNode & configEntry : config)
  96. {
  97. const JsonNode & resourcesInfo = configEntry["reward"]["resources"];
  98. if(!resourcesInfo.isNull())
  99. {
  100. result.emplace_back(configEntry["chance"].Integer(), TResources(resourcesInfo));
  101. }
  102. }
  103. return result;
  104. }
  105. std::vector<PossibleReward<CStackBasicDescriptor>> CBankInfo::getPossibleCreaturesReward(IGameCallback * cb) const
  106. {
  107. JsonRandom::Variables emptyVariables;
  108. JsonRandom randomizer(cb);
  109. std::vector<PossibleReward<CStackBasicDescriptor>> approximateReward;
  110. for(const JsonNode & configEntry : config)
  111. {
  112. const JsonNode & guardsInfo = configEntry["reward"]["creatures"];
  113. auto stacks = randomizer.evaluateCreatures(guardsInfo, emptyVariables);
  114. for(auto stack : stacks)
  115. {
  116. const auto * creature = stack.allowedCreatures.front();
  117. approximateReward.emplace_back(configEntry["chance"].Integer(), CStackBasicDescriptor(creature, (stack.minAmount + stack.maxAmount) / 2));
  118. }
  119. }
  120. return approximateReward;
  121. }
  122. bool CBankInfo::givesResources() const
  123. {
  124. for(const JsonNode & node : config)
  125. if(!node["reward"]["resources"].isNull())
  126. return true;
  127. return false;
  128. }
  129. bool CBankInfo::givesArtifacts() const
  130. {
  131. for(const JsonNode & node : config)
  132. if(!node["reward"]["artifacts"].isNull())
  133. return true;
  134. return false;
  135. }
  136. bool CBankInfo::givesCreatures() const
  137. {
  138. for(const JsonNode & node : config)
  139. if(!node["reward"]["creatures"].isNull())
  140. return true;
  141. return false;
  142. }
  143. bool CBankInfo::givesSpells() const
  144. {
  145. for(const JsonNode & node : config)
  146. if(!node["reward"]["spells"].isNull())
  147. return true;
  148. return false;
  149. }
  150. std::unique_ptr<IObjectInfo> CBankInstanceConstructor::getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const
  151. {
  152. return std::unique_ptr<IObjectInfo>(new CBankInfo(levels));
  153. }
  154. VCMI_LIB_NAMESPACE_END