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- /*
- * ContentTypeHandler.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 "ContentTypeHandler.h"
- #include "CModHandler.h"
- #include "ModDescription.h"
- #include "ModManager.h"
- #include "ModScope.h"
- #include "../BattleFieldHandler.h"
- #include "../CCreatureHandler.h"
- #include "../CConfigHandler.h"
- #include "../campaign/CampaignRegionsHandler.h"
- #include "../entities/artifact/CArtHandler.h"
- #include "../entities/faction/CTownHandler.h"
- #include "../entities/hero/CHeroClassHandler.h"
- #include "../entities/hero/CHeroHandler.h"
- #include "../texts/CGeneralTextHandler.h"
- #include "../CBonusTypeHandler.h"
- #include "../CSkillHandler.h"
- #include "../CStopWatch.h"
- #include "../IGameSettings.h"
- #include "../IHandlerBase.h"
- #include "../ObstacleHandler.h"
- #include "../mapObjects/ObstacleSetHandler.h"
- #include "../RiverHandler.h"
- #include "../RoadHandler.h"
- #include "../ScriptHandler.h"
- #include "../constants/StringConstants.h"
- #include "../TerrainHandler.h"
- #include "../json/JsonUtils.h"
- #include "../mapObjectConstructors/CObjectClassesHandler.h"
- #include "../rmg/CRmgTemplateStorage.h"
- #include "../spells/CSpellHandler.h"
- #include "../spells/SpellSchoolHandler.h"
- #include "../GameLibrary.h"
- VCMI_LIB_NAMESPACE_BEGIN
- ContentTypeHandler::ContentTypeHandler(IHandlerBase * handler, const std::string & entityName):
- handler(handler),
- entityName(entityName),
- originalData(handler->loadLegacyData())
- {
- for(auto & node : originalData)
- {
- node.setModScope(ModScope::scopeBuiltin());
- }
- }
- bool ContentTypeHandler::preloadModData(const std::string & modName, const JsonNode & fileList, bool validate)
- {
- bool result = true;
- JsonNode data = JsonUtils::assembleFromFiles(fileList, result);
- data.setModScope(modName);
- ModInfo & modInfo = modData[modName];
- for(auto entry : data.Struct())
- {
- size_t colon = entry.first.find(':');
- if (colon == std::string::npos)
- {
- // normal object, local to this mod
- std::swap(modInfo.modData[entry.first], entry.second);
- }
- else
- {
- std::string remoteName = entry.first.substr(0, colon);
- std::string objectName = entry.first.substr(colon + 1);
- // patching this mod? Send warning and continue - this situation can be handled normally
- if (remoteName == modName)
- logMod->warn("Redundant namespace definition for %s", objectName);
- logMod->trace("Patching object %s (%s) from %s", objectName, remoteName, modName);
- JsonNode & remoteConf = modData[remoteName].patches[objectName];
- if (!remoteConf.isNull() && settings["mods"]["validation"].String() != "off")
- JsonUtils::detectConflicts(conflictList, remoteConf, entry.second, objectName);
- JsonUtils::merge(remoteConf, entry.second);
- }
- }
- return result;
- }
- bool ContentTypeHandler::loadMod(const std::string & modName, bool validate)
- {
- ModInfo & modInfo = modData[modName];
- bool result = true;
- auto performValidate = [&,this](JsonNode & data, const std::string & name){
- handler->beforeValidate(data);
- if (validate)
- result &= JsonUtils::validate(data, "vcmi:" + entityName, name);
- };
- // apply patches
- if (!modInfo.patches.isNull())
- JsonUtils::merge(modInfo.modData, modInfo.patches);
- for(auto & entry : modInfo.modData.Struct())
- {
- const std::string & name = entry.first;
- JsonNode & data = entry.second;
- if (data.getModScope() != modName)
- {
- // in this scenario, entire object record comes from another mod
- // normally, this is used to "patch" object from another mod (which is legal)
- // however in this case there is no object to patch. This might happen in such cases:
- // - another mod attempts to add object into this mod (technically can be supported, but might lead to weird edge cases)
- // - another mod attempts to edit object from this mod that no longer exist - DANGER since such patch likely has very incomplete data
- // so emit warning and skip such case
- logMod->warn("Mod '%s' attempts to edit object '%s' of type '%s' from mod '%s' but no such object exist!", data.getModScope(), name, entityName, modName);
- continue;
- }
- bool hasIndex = vstd::contains(data.Struct(), "index") && !data["index"].isNull();
- if (hasIndex && modName != "core")
- logMod->error("Mod %s is attempting to load original data! This option is reserved for built-in mod.", modName);
- if (hasIndex && modName == "core")
- {
- // try to add H3 object data
- size_t index = static_cast<size_t>(data["index"].Float());
- if(originalData.size() > index)
- {
- logMod->trace("found original data in loadMod(%s) at index %d", name, index);
- JsonUtils::merge(originalData[index], data);
- std::swap(originalData[index], data);
- originalData[index].clear(); // do not use same data twice (same ID)
- }
- else
- {
- logMod->trace("no original data in loadMod(%s) at index %d", name, index);
- }
- performValidate(data, name);
- handler->loadObject(modName, name, data, index);
- }
- else
- {
- // normal new object
- logMod->trace("no index in loadMod(%s)", name);
- performValidate(data,name);
- handler->loadObject(modName, name, data);
- }
- }
- return result;
- }
- void ContentTypeHandler::loadCustom()
- {
- handler->loadCustom();
- }
- void ContentTypeHandler::afterLoadFinalization()
- {
- if (settings["mods"]["validation"].String() != "off")
- {
- for (auto const & data : modData)
- {
- if (data.second.modData.isNull())
- {
- for (const auto & node : data.second.patches.Struct())
- logMod->warn("Mod '%s' have added patch for object '%s' from mod '%s', but this mod was not loaded or has no new objects.", node.second.getModScope(), node.first, data.first);
- }
- for(auto & otherMod : modData)
- {
- if (otherMod.first == data.first)
- continue;
- if (otherMod.second.modData.isNull())
- continue;
- for(auto & otherObject : otherMod.second.modData.Struct())
- {
- if (data.second.modData.Struct().count(otherObject.first))
- {
- logMod->warn("Mod '%s' have added object with name '%s' that is also available in mod '%s'", data.first, otherObject.first, otherMod.first);
- logMod->warn("Two objects with same name were loaded. Please use form '%s:%s' if mod '%s' needs to modify this object instead", otherMod.first, otherObject.first, data.first);
- }
- }
- }
- }
- for (const auto& [conflictPath, conflictModData] : conflictList.Struct())
- {
- std::set<std::string> conflictingMods;
- std::set<std::string> resolvedConflicts;
- for (auto const & conflictModEntry: conflictModData.Struct())
- conflictingMods.insert(conflictModEntry.first);
- for (auto const & modID : conflictingMods)
- {
- resolvedConflicts.merge(LIBRARY->modh->getModDependencies(modID));
- resolvedConflicts.merge(LIBRARY->modh->getModEnabledSoftDependencies(modID));
- }
- vstd::erase_if(conflictingMods, [&resolvedConflicts](const std::string & entry){ return resolvedConflicts.count(entry);});
- if (conflictingMods.size() < 2)
- continue; // all conflicts were resolved - either via compatibility patch (mod that depends on 2 conflicting mods) or simple mod that depends on another one
- bool allEqual = true;
- for (auto const & modID : conflictingMods)
- {
- if (conflictModData[modID] != conflictModData[*conflictingMods.begin()])
- {
- allEqual = false;
- break;
- }
- }
- if (allEqual)
- continue; // conflict still present, but all mods use the same value for conflicting entry - permit it
- logMod->warn("Potential confict in '%s'", conflictPath);
- for (auto const & modID : conflictingMods)
- logMod->warn("Mod '%s' - value set to %s", modID, conflictModData[modID].toCompactString());
- }
- }
- handler->afterLoadFinalization();
- }
- void CContentHandler::init()
- {
- handlers.insert(std::make_pair("heroClasses", ContentTypeHandler(LIBRARY->heroclassesh.get(), "heroClass")));
- handlers.insert(std::make_pair("artifacts", ContentTypeHandler(LIBRARY->arth.get(), "artifact")));
- handlers.insert(std::make_pair("bonuses", ContentTypeHandler(LIBRARY->bth.get(), "bonus")));
- handlers.insert(std::make_pair("creatures", ContentTypeHandler(LIBRARY->creh.get(), "creature")));
- handlers.insert(std::make_pair("campaignRegions", ContentTypeHandler(LIBRARY->campaignRegions.get(), "campaignRegion")));
- handlers.insert(std::make_pair("factions", ContentTypeHandler(LIBRARY->townh.get(), "faction")));
- handlers.insert(std::make_pair("objects", ContentTypeHandler(LIBRARY->objtypeh.get(), "object")));
- handlers.insert(std::make_pair("heroes", ContentTypeHandler(LIBRARY->heroh.get(), "hero")));
- handlers.insert(std::make_pair("spells", ContentTypeHandler(LIBRARY->spellh.get(), "spell")));
- handlers.insert(std::make_pair("spellSchools", ContentTypeHandler(LIBRARY->spellSchoolHandler.get(), "spellSchool")));
- handlers.insert(std::make_pair("skills", ContentTypeHandler(LIBRARY->skillh.get(), "skill")));
- handlers.insert(std::make_pair("templates", ContentTypeHandler(LIBRARY->tplh.get(), "template")));
- #if SCRIPTING_ENABLED
- handlers.insert(std::make_pair("scripts", ContentTypeHandler(LIBRARY->scriptHandler.get(), "script")));
- #endif
- handlers.insert(std::make_pair("battlefields", ContentTypeHandler(LIBRARY->battlefieldsHandler.get(), "battlefield")));
- handlers.insert(std::make_pair("terrains", ContentTypeHandler(LIBRARY->terrainTypeHandler.get(), "terrain")));
- handlers.insert(std::make_pair("rivers", ContentTypeHandler(LIBRARY->riverTypeHandler.get(), "river")));
- handlers.insert(std::make_pair("roads", ContentTypeHandler(LIBRARY->roadTypeHandler.get(), "road")));
- handlers.insert(std::make_pair("obstacles", ContentTypeHandler(LIBRARY->obstacleHandler.get(), "obstacle")));
- handlers.insert(std::make_pair("biomes", ContentTypeHandler(LIBRARY->biomeHandler.get(), "biome")));
- }
- bool CContentHandler::preloadData(const ModDescription & mod, bool validate)
- {
- bool result = true;
- if (!JsonUtils::validate(mod.getLocalConfig(), "vcmi:mod", mod.getID()))
- result = false;
- for(auto & handler : handlers)
- {
- result &= handler.second.preloadModData(mod.getID(), mod.getLocalValue(handler.first), validate);
- }
- return result;
- }
- bool CContentHandler::load(const ModDescription & mod, bool validate)
- {
- bool result = true;
- for(auto & handler : handlers)
- {
- result &= handler.second.loadMod(mod.getID(), validate);
- }
- return result;
- }
- void CContentHandler::loadCustom()
- {
- for(auto & handler : handlers)
- {
- handler.second.loadCustom();
- }
- }
- void CContentHandler::afterLoadFinalization()
- {
- for(auto & handler : handlers)
- {
- handler.second.afterLoadFinalization();
- }
- }
- const ContentTypeHandler & CContentHandler::operator[](const std::string & name) const
- {
- return handlers.at(name);
- }
- VCMI_LIB_NAMESPACE_END
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