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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 "../json/JsonRandom.h"
 
- #include "../texts/CGeneralTextHandler.h"
 
- #include "../IGameCallback.h"
 
- #include <vstd/RNG.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.getModScope(), getNameTextID(), input["name"].String());
 
- 	levels = input["levels"].Vector();
 
- 	bankResetDuration = static_cast<si32>(input["resetDuration"].Float());
 
- 	blockVisit = input["blockedVisitable"].Bool();
 
- 	coastVisitable = input["coastVisitable"].Bool();
 
- 	regularUnitPlacement = input["regularUnitPlacement"].Bool();
 
- }
 
- BankConfig CBankInstanceConstructor::generateLevelConfiguration(IGameCallback * cb, const JsonNode & level, vstd::RNG & rng) const
 
- {
 
- 	BankConfig bc;
 
- 	JsonRandom randomizer(cb);
 
- 	JsonRandom::Variables emptyVariables;
 
- 	bc.chance = static_cast<ui32>(level["chance"].Float());
 
- 	bc.guards = randomizer.loadCreatures(level["guards"], rng, emptyVariables);
 
- 	bc.resources = ResourceSet(level["reward"]["resources"]);
 
- 	bc.creatures = randomizer.loadCreatures(level["reward"]["creatures"], rng, emptyVariables);
 
- 	bc.artifacts = randomizer.loadArtifacts(level["reward"]["artifacts"], rng, emptyVariables);
 
- 	bc.spells = randomizer.loadSpells(level["reward"]["spells"], rng, emptyVariables);
 
- 	return bc;
 
- }
 
- void CBankInstanceConstructor::randomizeObject(CBank * bank, vstd::RNG & rng) const
 
- {
 
- 	bank->resetDuration = bankResetDuration;
 
- 	bank->blockVisit = blockVisit;
 
- 	bank->coastVisitable = coastVisitable;
 
- 	bank->regularUnitPlacement = regularUnitPlacement;
 
- 	bank->setConfig(generateConfiguration(bank->cb, rng, bank->ID));
 
- }
 
- BankConfig CBankInstanceConstructor::generateConfiguration(IGameCallback * cb, vstd::RNG & rng, MapObjectID objectID) const
 
- {
 
- 	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)
 
- 			return generateLevelConfiguration(cb, node, rng);
 
- 	}
 
- 	throw std::runtime_error("Failed to select bank configuration");
 
- }
 
- CBankInfo::CBankInfo(const JsonVector & Config) :
 
- 	config(Config)
 
- {
 
- 	assert(!Config.empty());
 
- }
 
- TPossibleGuards CBankInfo::getPossibleGuards(IGameCallback * cb) const
 
- {
 
- 	JsonRandom::Variables emptyVariables;
 
- 	JsonRandom randomizer(cb);
 
- 	TPossibleGuards out;
 
- 	for(const JsonNode & configEntry : config)
 
- 	{
 
- 		const JsonNode & guardsInfo = configEntry["guards"];
 
- 		auto stacks = randomizer.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(IGameCallback * cb) const
 
- {
 
- 	JsonRandom::Variables emptyVariables;
 
- 	JsonRandom randomizer(cb);
 
- 	std::vector<PossibleReward<CStackBasicDescriptor>> approximateReward;
 
- 	for(const JsonNode & configEntry : config)
 
- 	{
 
- 		const JsonNode & guardsInfo = configEntry["reward"]["creatures"];
 
- 		auto stacks = randomizer.evaluateCreatures(guardsInfo, emptyVariables);
 
- 		for(auto stack : stacks)
 
- 		{
 
- 			const auto * creature = stack.allowedCreatures.front();
 
- 			approximateReward.emplace_back(configEntry["chance"].Integer(), CStackBasicDescriptor(creature, (stack.minAmount + stack.maxAmount) / 2));
 
- 		}
 
- 	}
 
- 	return approximateReward;
 
- }
 
- 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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