CBankInstanceConstructor.cpp 5.3 KB

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  1. /*
  2. * CBankInstanceConstructor.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 "CBankInstanceConstructor.h"
  12. #include "../json/JsonRandom.h"
  13. #include "../texts/CGeneralTextHandler.h"
  14. #include "../IGameCallback.h"
  15. #include <vstd/RNG.h>
  16. VCMI_LIB_NAMESPACE_BEGIN
  17. bool CBankInstanceConstructor::hasNameTextID() const
  18. {
  19. return true;
  20. }
  21. void CBankInstanceConstructor::initTypeData(const JsonNode & input)
  22. {
  23. if (input.Struct().count("name") == 0)
  24. logMod->warn("Bank %s missing name!", getJsonKey());
  25. VLC->generaltexth->registerString(input.getModScope(), getNameTextID(), input["name"]);
  26. levels = input["levels"].Vector();
  27. bankResetDuration = static_cast<si32>(input["resetDuration"].Float());
  28. blockVisit = input["blockedVisitable"].Bool();
  29. coastVisitable = input["coastVisitable"].Bool();
  30. regularUnitPlacement = input["regularUnitPlacement"].Bool();
  31. }
  32. BankConfig CBankInstanceConstructor::generateLevelConfiguration(IGameCallback * cb, const JsonNode & level, vstd::RNG & rng) const
  33. {
  34. BankConfig bc;
  35. JsonRandom randomizer(cb);
  36. JsonRandom::Variables emptyVariables;
  37. bc.chance = static_cast<ui32>(level["chance"].Float());
  38. bc.guards = randomizer.loadCreatures(level["guards"], rng, emptyVariables);
  39. bc.resources = ResourceSet(level["reward"]["resources"]);
  40. bc.creatures = randomizer.loadCreatures(level["reward"]["creatures"], rng, emptyVariables);
  41. bc.artifacts = randomizer.loadArtifacts(level["reward"]["artifacts"], rng, emptyVariables);
  42. bc.spells = randomizer.loadSpells(level["reward"]["spells"], rng, emptyVariables);
  43. return bc;
  44. }
  45. void CBankInstanceConstructor::randomizeObject(CBank * bank, vstd::RNG & rng) const
  46. {
  47. bank->resetDuration = bankResetDuration;
  48. bank->blockVisit = blockVisit;
  49. bank->coastVisitable = coastVisitable;
  50. bank->regularUnitPlacement = regularUnitPlacement;
  51. bank->setConfig(generateConfiguration(bank->cb, rng, bank->ID));
  52. }
  53. BankConfig CBankInstanceConstructor::generateConfiguration(IGameCallback * cb, vstd::RNG & rng, MapObjectID objectID) const
  54. {
  55. si32 totalChance = 0;
  56. for(const auto & node : levels)
  57. totalChance += static_cast<si32>(node["chance"].Float());
  58. assert(totalChance != 0);
  59. si32 selectedChance = rng.nextInt(totalChance - 1);
  60. int cumulativeChance = 0;
  61. for(const auto & node : levels)
  62. {
  63. cumulativeChance += static_cast<int>(node["chance"].Float());
  64. if(selectedChance < cumulativeChance)
  65. return generateLevelConfiguration(cb, node, rng);
  66. }
  67. throw std::runtime_error("Failed to select bank configuration");
  68. }
  69. CBankInfo::CBankInfo(const JsonVector & Config) :
  70. config(Config)
  71. {
  72. assert(!Config.empty());
  73. }
  74. TPossibleGuards CBankInfo::getPossibleGuards(IGameCallback * cb) const
  75. {
  76. JsonRandom::Variables emptyVariables;
  77. JsonRandom randomizer(cb);
  78. TPossibleGuards out;
  79. for(const JsonNode & configEntry : config)
  80. {
  81. const JsonNode & guardsInfo = configEntry["guards"];
  82. auto stacks = randomizer.evaluateCreatures(guardsInfo, emptyVariables);
  83. IObjectInfo::CArmyStructure army;
  84. for(auto stack : stacks)
  85. {
  86. army.totalStrength += stack.allowedCreatures.front()->getAIValue() * (stack.minAmount + stack.maxAmount) / 2;
  87. //TODO: add fields for flyers, walkers etc...
  88. }
  89. ui8 chance = static_cast<ui8>(configEntry["chance"].Float());
  90. out.push_back(std::make_pair(chance, army));
  91. }
  92. return out;
  93. }
  94. std::vector<PossibleReward<TResources>> CBankInfo::getPossibleResourcesReward() const
  95. {
  96. std::vector<PossibleReward<TResources>> result;
  97. for(const JsonNode & configEntry : config)
  98. {
  99. const JsonNode & resourcesInfo = configEntry["reward"]["resources"];
  100. if(!resourcesInfo.isNull())
  101. {
  102. result.emplace_back(configEntry["chance"].Integer(), TResources(resourcesInfo));
  103. }
  104. }
  105. return result;
  106. }
  107. std::vector<PossibleReward<CStackBasicDescriptor>> CBankInfo::getPossibleCreaturesReward(IGameCallback * cb) const
  108. {
  109. JsonRandom::Variables emptyVariables;
  110. JsonRandom randomizer(cb);
  111. std::vector<PossibleReward<CStackBasicDescriptor>> approximateReward;
  112. for(const JsonNode & configEntry : config)
  113. {
  114. const JsonNode & guardsInfo = configEntry["reward"]["creatures"];
  115. auto stacks = randomizer.evaluateCreatures(guardsInfo, emptyVariables);
  116. for(auto stack : stacks)
  117. {
  118. const auto * creature = stack.allowedCreatures.front();
  119. approximateReward.emplace_back(configEntry["chance"].Integer(), CStackBasicDescriptor(creature, (stack.minAmount + stack.maxAmount) / 2));
  120. }
  121. }
  122. return approximateReward;
  123. }
  124. bool CBankInfo::givesResources() const
  125. {
  126. for(const JsonNode & node : config)
  127. if(!node["reward"]["resources"].isNull())
  128. return true;
  129. return false;
  130. }
  131. bool CBankInfo::givesArtifacts() const
  132. {
  133. for(const JsonNode & node : config)
  134. if(!node["reward"]["artifacts"].isNull())
  135. return true;
  136. return false;
  137. }
  138. bool CBankInfo::givesCreatures() const
  139. {
  140. for(const JsonNode & node : config)
  141. if(!node["reward"]["creatures"].isNull())
  142. return true;
  143. return false;
  144. }
  145. bool CBankInfo::givesSpells() const
  146. {
  147. for(const JsonNode & node : config)
  148. if(!node["reward"]["spells"].isNull())
  149. return true;
  150. return false;
  151. }
  152. std::unique_ptr<IObjectInfo> CBankInstanceConstructor::getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const
  153. {
  154. return std::unique_ptr<IObjectInfo>(new CBankInfo(levels));
  155. }
  156. VCMI_LIB_NAMESPACE_END