CBankInstanceConstructor.cpp 6.4 KB

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  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 "../JsonRandom.h"
  13. #include "../CGeneralTextHandler.h"
  14. #include "../IGameCallback.h"
  15. VCMI_LIB_NAMESPACE_BEGIN
  16. bool CBankInstanceConstructor::hasNameTextID() const
  17. {
  18. return true;
  19. }
  20. void CBankInstanceConstructor::initTypeData(const JsonNode & input)
  21. {
  22. if (input.Struct().count("name") == 0)
  23. logMod->warn("Bank %s missing name!", getJsonKey());
  24. VLC->generaltexth->registerString(input.meta, getNameTextID(), input["name"].String());
  25. levels = input["levels"].Vector();
  26. bankResetDuration = static_cast<si32>(input["resetDuration"].Float());
  27. }
  28. BankConfig CBankInstanceConstructor::generateConfig(const JsonNode & level, CRandomGenerator & rng) const
  29. {
  30. BankConfig bc;
  31. bc.chance = static_cast<ui32>(level["chance"].Float());
  32. bc.guards = JsonRandom::loadCreatures(level["guards"], rng);
  33. bc.upgradeChance = static_cast<ui32>(level["upgrade_chance"].Float());
  34. bc.combatValue = static_cast<ui32>(level["combat_value"].Float());
  35. std::vector<SpellID> spells;
  36. IObjectInterface::cb->getAllowedSpells(spells);
  37. bc.resources = ResourceSet(level["reward"]["resources"]);
  38. bc.creatures = JsonRandom::loadCreatures(level["reward"]["creatures"], rng);
  39. bc.artifacts = JsonRandom::loadArtifacts(level["reward"]["artifacts"], rng);
  40. bc.spells = JsonRandom::loadSpells(level["reward"]["spells"], rng, spells);
  41. bc.value = static_cast<ui32>(level["value"].Float());
  42. return bc;
  43. }
  44. void CBankInstanceConstructor::randomizeObject(CBank * bank, CRandomGenerator & rng) const
  45. {
  46. bank->resetDuration = bankResetDuration;
  47. si32 totalChance = 0;
  48. for(const auto & node : levels)
  49. totalChance += static_cast<si32>(node["chance"].Float());
  50. assert(totalChance != 0);
  51. si32 selectedChance = rng.nextInt(totalChance - 1);
  52. int cumulativeChance = 0;
  53. for(const auto & node : levels)
  54. {
  55. cumulativeChance += static_cast<int>(node["chance"].Float());
  56. if(selectedChance < cumulativeChance)
  57. {
  58. bank->setConfig(generateConfig(node, rng));
  59. break;
  60. }
  61. }
  62. }
  63. CBankInfo::CBankInfo(const JsonVector & Config) :
  64. config(Config)
  65. {
  66. assert(!Config.empty());
  67. }
  68. static void addStackToArmy(IObjectInfo::CArmyStructure & army, const CCreature * crea, si32 amount)
  69. {
  70. army.totalStrength += crea->getFightValue() * amount;
  71. bool walker = true;
  72. if(crea->hasBonusOfType(BonusType::SHOOTER))
  73. {
  74. army.shootersStrength += crea->getFightValue() * amount;
  75. walker = false;
  76. }
  77. if(crea->hasBonusOfType(BonusType::FLYING))
  78. {
  79. army.flyersStrength += crea->getFightValue() * amount;
  80. walker = false;
  81. }
  82. if(walker)
  83. army.walkersStrength += crea->getFightValue() * amount;
  84. }
  85. IObjectInfo::CArmyStructure CBankInfo::minGuards() const
  86. {
  87. std::vector<IObjectInfo::CArmyStructure> armies;
  88. for(auto configEntry : config)
  89. {
  90. auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
  91. IObjectInfo::CArmyStructure army;
  92. for(auto & stack : stacks)
  93. {
  94. assert(!stack.allowedCreatures.empty());
  95. auto weakest = boost::range::min_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
  96. {
  97. return a->getFightValue() < b->getFightValue();
  98. });
  99. addStackToArmy(army, *weakest, stack.minAmount);
  100. }
  101. armies.push_back(army);
  102. }
  103. return *boost::range::min_element(armies);
  104. }
  105. IObjectInfo::CArmyStructure CBankInfo::maxGuards() const
  106. {
  107. std::vector<IObjectInfo::CArmyStructure> armies;
  108. for(auto configEntry : config)
  109. {
  110. auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
  111. IObjectInfo::CArmyStructure army;
  112. for(auto & stack : stacks)
  113. {
  114. assert(!stack.allowedCreatures.empty());
  115. auto strongest = boost::range::max_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
  116. {
  117. return a->getFightValue() < b->getFightValue();
  118. });
  119. addStackToArmy(army, *strongest, stack.maxAmount);
  120. }
  121. armies.push_back(army);
  122. }
  123. return *boost::range::max_element(armies);
  124. }
  125. TPossibleGuards CBankInfo::getPossibleGuards() const
  126. {
  127. TPossibleGuards out;
  128. for(const JsonNode & configEntry : config)
  129. {
  130. const JsonNode & guardsInfo = configEntry["guards"];
  131. auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
  132. IObjectInfo::CArmyStructure army;
  133. for(auto stack : stacks)
  134. {
  135. army.totalStrength += stack.allowedCreatures.front()->getAIValue() * (stack.minAmount + stack.maxAmount) / 2;
  136. //TODO: add fields for flyers, walkers etc...
  137. }
  138. ui8 chance = static_cast<ui8>(configEntry["chance"].Float());
  139. out.push_back(std::make_pair(chance, army));
  140. }
  141. return out;
  142. }
  143. std::vector<PossibleReward<TResources>> CBankInfo::getPossibleResourcesReward() const
  144. {
  145. std::vector<PossibleReward<TResources>> result;
  146. for(const JsonNode & configEntry : config)
  147. {
  148. const JsonNode & resourcesInfo = configEntry["reward"]["resources"];
  149. if(!resourcesInfo.isNull())
  150. {
  151. result.emplace_back(configEntry["chance"].Integer(), TResources(resourcesInfo));
  152. }
  153. }
  154. return result;
  155. }
  156. std::vector<PossibleReward<CStackBasicDescriptor>> CBankInfo::getPossibleCreaturesReward() const
  157. {
  158. std::vector<PossibleReward<CStackBasicDescriptor>> aproximateReward;
  159. for(const JsonNode & configEntry : config)
  160. {
  161. const JsonNode & guardsInfo = configEntry["reward"]["creatures"];
  162. auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
  163. for(auto stack : stacks)
  164. {
  165. const auto * creature = stack.allowedCreatures.front();
  166. aproximateReward.emplace_back(configEntry["chance"].Integer(), CStackBasicDescriptor(creature, (stack.minAmount + stack.maxAmount) / 2));
  167. }
  168. }
  169. return aproximateReward;
  170. }
  171. bool CBankInfo::givesResources() const
  172. {
  173. for(const JsonNode & node : config)
  174. if(!node["reward"]["resources"].isNull())
  175. return true;
  176. return false;
  177. }
  178. bool CBankInfo::givesArtifacts() const
  179. {
  180. for(const JsonNode & node : config)
  181. if(!node["reward"]["artifacts"].isNull())
  182. return true;
  183. return false;
  184. }
  185. bool CBankInfo::givesCreatures() const
  186. {
  187. for(const JsonNode & node : config)
  188. if(!node["reward"]["creatures"].isNull())
  189. return true;
  190. return false;
  191. }
  192. bool CBankInfo::givesSpells() const
  193. {
  194. for(const JsonNode & node : config)
  195. if(!node["reward"]["spells"].isNull())
  196. return true;
  197. return false;
  198. }
  199. std::unique_ptr<IObjectInfo> CBankInstanceConstructor::getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const
  200. {
  201. return std::unique_ptr<IObjectInfo>(new CBankInfo(levels));
  202. }
  203. VCMI_LIB_NAMESPACE_END