BattleFieldHandler.cpp 3.4 KB

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  1. /*
  2. * BattleFieldHandler.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 <vcmi/Entity.h>
  12. #include "BattleFieldHandler.h"
  13. #include "GameLibrary.h"
  14. #include "json/JsonBonus.h"
  15. #include "modding/IdentifierStorage.h"
  16. #include "CRandomGenerator.h"
  17. #include <vstd/RNG.h>
  18. VCMI_LIB_NAMESPACE_BEGIN
  19. std::shared_ptr<BattleFieldInfo> BattleFieldHandler::loadFromJson(const std::string & scope, const JsonNode & json, const std::string & identifier, size_t index)
  20. {
  21. assert(identifier.find(':') == std::string::npos);
  22. auto info = std::make_shared<BattleFieldInfo>(BattleField(index), identifier);
  23. info->modScope = scope;
  24. info->graphics = ImagePath::fromJson(json["graphics"]);
  25. info->icon = json["icon"].String();
  26. info->name = json["name"].String();
  27. for(const auto & b : json["bonuses"].Vector())
  28. {
  29. auto bonus = JsonUtils::parseBonus(b);
  30. bonus->source = BonusSource::TERRAIN_OVERLAY;
  31. bonus->sid = BonusSourceID(info->getId());
  32. bonus->duration = BonusDuration::PERMANENT;
  33. info->bonuses.push_back(bonus);
  34. }
  35. info->isSpecial = json["isSpecial"].Bool();
  36. info->limitToLayers.resize(json["limitToLayers"].Vector().size());
  37. for(int i = 0; i < info->limitToLayers.size(); i++)
  38. {
  39. LIBRARY->identifiers()->requestIdentifier("mapLayer", json["limitToLayers"].Vector()[i], [i, info](int32_t idx)
  40. {
  41. info->limitToLayers.at(i) = MapLayerId(idx);
  42. });
  43. }
  44. for(auto node : json["impassableHexes"].Vector())
  45. info->impassableHexes.insert(node.Integer());
  46. info->openingSoundFilename = AudioPath::fromJson(json["openingSound"]);
  47. info->musicFilename = AudioPath::fromJson(json["music"]);
  48. return info;
  49. }
  50. std::vector<JsonNode> BattleFieldHandler::loadLegacyData()
  51. {
  52. return std::vector<JsonNode>();
  53. }
  54. const std::vector<std::string> & BattleFieldHandler::getTypeNames() const
  55. {
  56. static const auto types = std::vector<std::string> { "battlefield" };
  57. return types;
  58. }
  59. int32_t BattleFieldInfo::getIndex() const
  60. {
  61. return battlefield.getNum();
  62. }
  63. int32_t BattleFieldInfo::getIconIndex() const
  64. {
  65. return iconIndex;
  66. }
  67. std::string BattleFieldInfo::getJsonKey() const
  68. {
  69. return modScope + ':' + identifier;
  70. }
  71. std::string BattleFieldInfo::getModScope() const
  72. {
  73. return modScope;
  74. }
  75. std::string BattleFieldInfo::getNameTextID() const
  76. {
  77. return name;
  78. }
  79. std::string BattleFieldInfo::getNameTranslated() const
  80. {
  81. return name; // TODO?
  82. }
  83. void BattleFieldInfo::registerIcons(const IconRegistar & cb) const
  84. {
  85. //cb(getIconIndex(), "BATTLEFIELD", icon);
  86. }
  87. BattleField BattleFieldInfo::getId() const
  88. {
  89. return battlefield;
  90. }
  91. BattleField BattleFieldHandler::selectRandomBattlefield(const std::vector<BattleField> & battleFields, MapLayerId currentLayer, vstd::RNG & randomGenerator)
  92. {
  93. std::vector<BattleField> filteredBattleFields;
  94. for(auto & battleField : battleFields)
  95. if(battleField.getInfo()->limitToLayers.empty() || vstd::contains(battleField.getInfo()->limitToLayers, currentLayer))
  96. filteredBattleFields.push_back(battleField);
  97. if (filteredBattleFields.empty() && !battleFields.empty())
  98. {
  99. logGlobal->warn("No battlefield for layer %s found, fallback", MapLayerId::encode(currentLayer));
  100. filteredBattleFields = battleFields;
  101. }
  102. if (filteredBattleFields.empty())
  103. return BattleField::NONE;
  104. return *RandomGeneratorUtil::nextItem(filteredBattleFields, randomGenerator);
  105. }
  106. VCMI_LIB_NAMESPACE_END