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