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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"]);
- 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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