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- /*
- * CTownHandler.h, 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
- *
- */
- #pragma once
- #include <vcmi/Faction.h>
- #include <vcmi/FactionService.h>
- #include "ConstTransitivePtr.h"
- #include "ResourceSet.h"
- #include "int3.h"
- #include "GameConstants.h"
- #include "IHandlerBase.h"
- #include "LogicalExpression.h"
- #include "battle/BattleHex.h"
- #include "bonuses/Bonus.h"
- #include "bonuses/BonusList.h"
- #include "Point.h"
- #include "rewardable/Info.h"
- #include "filesystem/ResourcePath.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class CLegacyConfigParser;
- class JsonNode;
- class CTown;
- class CFaction;
- struct BattleHex;
- class JsonSerializeFormat;
- /// a typical building encountered in every castle ;]
- /// this is structure available to both client and server
- /// contains all mechanics-related data about town structures
- class DLL_LINKAGE CBuilding
- {
- std::string modScope;
- std::string identifier;
- public:
- using TRequired = LogicalExpression<BuildingID>;
- CTown * town; // town this building belongs to
- TResources resources;
- TResources produce;
- TRequired requirements;
- BuildingID bid; //structure ID
- BuildingID upgrade; /// indicates that building "upgrade" can be improved by this, -1 = empty
- BuildingSubID::EBuildingSubID subId; /// subtype for special buildings, -1 = the building is not special
- std::set<BuildingID> overrideBids; /// the building which bonuses should be overridden with bonuses of the current building
- BonusList buildingBonuses;
- BonusList onVisitBonuses;
-
- Rewardable::Info rewardableObjectInfo; ///configurable rewards for special buildings
- enum EBuildMode
- {
- BUILD_NORMAL, // 0 - normal, default
- BUILD_AUTO, // 1 - auto - building appears when all requirements are built
- BUILD_SPECIAL, // 2 - special - building can not be built normally
- BUILD_GRAIL // 3 - grail - building reqires grail to be built
- } mode;
- enum ETowerHeight // for lookup towers and some grails
- {
- HEIGHT_NO_TOWER = 5, // building has not 'lookout tower' ability
- HEIGHT_LOW = 10, // low lookout tower, but castle without lookout tower gives radius 5
- HEIGHT_AVERAGE = 15,
- HEIGHT_HIGH = 20, // such tower is in the Tower town
- HEIGHT_SKYSHIP = std::numeric_limits<int>::max() // grail, open entire map
- } height;
- static const std::map<std::string, CBuilding::EBuildMode> MODES;
- static const std::map<std::string, CBuilding::ETowerHeight> TOWER_TYPES;
- CBuilding() : town(nullptr), mode(BUILD_NORMAL) {};
- const BuildingTypeUniqueID getUniqueTypeID() const;
- std::string getJsonKey() const;
- std::string getNameTranslated() const;
- std::string getDescriptionTranslated() const;
- std::string getBaseTextID() const;
- std::string getNameTextID() const;
- std::string getDescriptionTextID() const;
- //return base of upgrade(s) or this
- BuildingID getBase() const;
- // returns how many times build has to be upgraded to become build
- si32 getDistance(const BuildingID & build) const;
- STRONG_INLINE
- bool IsTradeBuilding() const
- {
- return bid == BuildingID::MARKETPLACE || subId == BuildingSubID::ARTIFACT_MERCHANT || subId == BuildingSubID::FREELANCERS_GUILD;
- }
- STRONG_INLINE
- bool IsWeekBonus() const
- {
- return subId == BuildingSubID::STABLES || subId == BuildingSubID::MANA_VORTEX;
- }
- STRONG_INLINE
- bool IsVisitingBonus() const
- {
- return subId == BuildingSubID::ATTACK_VISITING_BONUS ||
- subId == BuildingSubID::DEFENSE_VISITING_BONUS ||
- subId == BuildingSubID::SPELL_POWER_VISITING_BONUS ||
- subId == BuildingSubID::KNOWLEDGE_VISITING_BONUS ||
- subId == BuildingSubID::EXPERIENCE_VISITING_BONUS ||
- subId == BuildingSubID::CUSTOM_VISITING_BONUS;
- }
- void addNewBonus(const std::shared_ptr<Bonus> & b, BonusList & bonusList) const;
- friend class CTownHandler;
- };
- /// This is structure used only by client
- /// Consists of all gui-related data about town structures
- /// Should be moved from lib to client
- struct DLL_LINKAGE CStructure
- {
- CBuilding * building; // base building. If null - this structure will be always present on screen
- CBuilding * buildable; // building that will be used to determine built building and visible cost. Usually same as "building"
- int3 pos;
- AnimationPath defName;
- ImagePath borderName;
- ImagePath areaName;
- std::string identifier;
- bool hiddenUpgrade; // used only if "building" is upgrade, if true - structure on town screen will behave exactly like parent (mouse clicks, hover texts, etc)
- };
- struct DLL_LINKAGE SPuzzleInfo
- {
- ui16 number; //type of puzzle
- si16 x, y; //position
- ui16 whenUncovered; //determines the sequnce of discovering (the lesser it is the sooner puzzle will be discovered)
- ImagePath filename; //file with graphic of this puzzle
- };
- class DLL_LINKAGE CFaction : public Faction
- {
- friend class CTownHandler;
- friend class CBuilding;
- friend class CTown;
- std::string modScope;
- std::string identifier;
- FactionID index = FactionID::NEUTRAL;
- FactionID getFaction() const override; //This function should not be used
- public:
- TerrainId nativeTerrain;
- EAlignment alignment = EAlignment::NEUTRAL;
- bool preferUndergroundPlacement = false;
- /// Boat that will be used by town shipyard (if any)
- /// and for placing heroes directly on boat (in map editor, water prisons & taverns)
- BoatId boatType = BoatId::CASTLE;
- CTown * town = nullptr; //NOTE: can be null
- ImagePath creatureBg120;
- ImagePath creatureBg130;
- std::vector<SPuzzleInfo> puzzleMap;
- CFaction() = default;
- ~CFaction();
- int32_t getIndex() const override;
- int32_t getIconIndex() const override;
- std::string getJsonKey() const override;
- void registerIcons(const IconRegistar & cb) const override;
- FactionID getId() const override;
- std::string getNameTranslated() const override;
- std::string getNameTextID() const override;
- bool hasTown() const override;
- TerrainId getNativeTerrain() const override;
- EAlignment getAlignment() const override;
- BoatId getBoatType() const override;
- void updateFrom(const JsonNode & data);
- void serializeJson(JsonSerializeFormat & handler);
- };
- class DLL_LINKAGE CTown
- {
- friend class CTownHandler;
- size_t namesCount = 0;
- public:
- CTown();
- ~CTown();
- std::string getBuildingScope() const;
- std::set<si32> getAllBuildings() const;
- const CBuilding * getSpecialBuilding(BuildingSubID::EBuildingSubID subID) const;
- std::string getGreeting(BuildingSubID::EBuildingSubID subID) const;
- void setGreeting(BuildingSubID::EBuildingSubID subID, const std::string & message) const; //may affect only mutable field
- BuildingID getBuildingType(BuildingSubID::EBuildingSubID subID) const;
- std::string getRandomNameTextID(size_t index) const;
- size_t getRandomNamesCount() const;
- CFaction * faction;
- /// level -> list of creatures on this tier
- // TODO: replace with pointers to CCreature
- std::vector<std::vector<CreatureID> > creatures;
- std::map<BuildingID, ConstTransitivePtr<CBuilding> > buildings;
- std::vector<std::string> dwellings; //defs for adventure map dwellings for new towns, [0] means tier 1 creatures etc.
- std::vector<std::string> dwellingNames;
- // should be removed at least from configs in favor of auto-detection
- std::map<int,int> hordeLvl; //[0] - first horde building creature level; [1] - second horde building (-1 if not present)
- ui32 mageLevel; //max available mage guild level
- GameResID primaryRes;
- ArtifactID warMachine;
- SpellID moatAbility;
- // default chance for hero of specific class to appear in tavern, if field "tavern" was not set
- // resulting chance = sqrt(town.chance * heroClass.chance)
- ui32 defaultTavernChance;
- // Client-only data. Should be moved away from lib
- struct ClientInfo
- {
- //icons [fort is present?][build limit reached?] -> index of icon in def files
- int icons[2][2];
- std::string iconSmall[2][2]; /// icon names used during loading
- std::string iconLarge[2][2];
- VideoPath tavernVideo;
- AudioPath musicTheme;
- ImagePath townBackground;
- ImagePath guildBackground;
- ImagePath guildWindow;
- AnimationPath buildingsIcons;
- ImagePath hallBackground;
- /// vector[row][column] = list of buildings in this slot
- std::vector< std::vector< std::vector<BuildingID> > > hallSlots;
- /// list of town screen structures.
- /// NOTE: index in vector is meaningless. Vector used instead of list for a bit faster access
- std::vector<ConstTransitivePtr<CStructure> > structures;
- std::string siegePrefix;
- std::vector<Point> siegePositions;
- CreatureID siegeShooter; // shooter creature ID
- std::string towerIconSmall;
- std::string towerIconLarge;
- } clientInfo;
-
- private:
- ///generated bonusing buildings messages for all towns of this type.
- mutable std::map<BuildingSubID::EBuildingSubID, const std::string> specialMessages; //may be changed by CGTownBuilding::getVisitingBonusGreeting() const
- };
- class DLL_LINKAGE CTownHandler : public CHandlerBase<FactionID, Faction, CFaction, FactionService>
- {
- struct BuildingRequirementsHelper
- {
- JsonNode json;
- CBuilding * building;
- CTown * town;
- };
- std::map<CTown *, JsonNode> warMachinesToLoad;
- std::vector<BuildingRequirementsHelper> requirementsToLoad;
- std::vector<BuildingRequirementsHelper> overriddenBidsToLoad; //list of buildings, which bonuses should be overridden.
- static const TPropagatorPtr & emptyPropagator();
- void initializeRequirements();
- void initializeOverridden();
- void initializeWarMachines();
- /// loads CBuilding's into town
- void loadBuildingRequirements(CBuilding * building, const JsonNode & source, std::vector<BuildingRequirementsHelper> & bidsToLoad) const;
- void loadBuilding(CTown * town, const std::string & stringID, const JsonNode & source);
- void loadBuildings(CTown * town, const JsonNode & source);
- std::shared_ptr<Bonus> createBonus(CBuilding * build, BonusType type, int val) const;
- std::shared_ptr<Bonus> createBonus(CBuilding * build, BonusType type, int val, BonusSubtypeID subtype) const;
- std::shared_ptr<Bonus> createBonus(CBuilding * build, BonusType type, int val, BonusSubtypeID subtype, const TPropagatorPtr & prop) const;
- /// loads CStructure's into town
- void loadStructure(CTown & town, const std::string & stringID, const JsonNode & source) const;
- void loadStructures(CTown & town, const JsonNode & source) const;
- /// loads town hall vector (hallSlots)
- void loadTownHall(CTown & town, const JsonNode & source) const;
- void loadSiegeScreen(CTown & town, const JsonNode & source) const;
- void loadClientData(CTown & town, const JsonNode & source) const;
- void loadTown(CTown * town, const JsonNode & source);
- void loadPuzzle(CFaction & faction, const JsonNode & source) const;
- void loadRandomFaction();
- public:
- template<typename R, typename K>
- static R getMappedValue(const K key, const R defval, const std::map<K, R> & map, bool required = true);
- template<typename R>
- static R getMappedValue(const JsonNode & node, const R defval, const std::map<std::string, R> & map, bool required = true);
- CTown * randomTown;
- CFaction * randomFaction;
- CTownHandler();
- ~CTownHandler();
- std::vector<JsonNode> loadLegacyData() override;
- void loadObject(std::string scope, std::string name, const JsonNode & data) override;
- void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
- void addBonusesForVanilaBuilding(CBuilding * building) const;
- void loadCustom() override;
- void afterLoadFinalization() override;
- std::set<FactionID> getDefaultAllowed() const;
- std::set<FactionID> getAllowedFactions(bool withTown = true) const;
- static void loadSpecialBuildingBonuses(const JsonNode & source, BonusList & bonusList, CBuilding * building);
- protected:
- const std::vector<std::string> & getTypeNames() const override;
- CFaction * loadFromJson(const std::string & scope, const JsonNode & data, const std::string & identifier, size_t index) override;
- };
- VCMI_LIB_NAMESPACE_END
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