CommonConstructors.cpp 11 KB

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  1. /*
  2. * CommonConstructors.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 "CommonConstructors.h"
  12. #include "CGTownInstance.h"
  13. #include "CGHeroInstance.h"
  14. #include "CBank.h"
  15. #include "../mapping/CMap.h"
  16. #include "../CHeroHandler.h"
  17. #include "../CCreatureHandler.h"
  18. #include "JsonRandom.h"
  19. #include "../CModHandler.h"
  20. #include "../IGameCallback.h"
  21. CObstacleConstructor::CObstacleConstructor()
  22. {
  23. }
  24. bool CObstacleConstructor::isStaticObject()
  25. {
  26. return true;
  27. }
  28. CTownInstanceConstructor::CTownInstanceConstructor():
  29. faction(nullptr)
  30. {
  31. }
  32. void CTownInstanceConstructor::initTypeData(const JsonNode & input)
  33. {
  34. VLC->modh->identifiers.requestIdentifier("faction", input["faction"], [&](si32 index)
  35. {
  36. faction = VLC->townh->factions[index];
  37. });
  38. filtersJson = input["filters"];
  39. }
  40. void CTownInstanceConstructor::afterLoadFinalization()
  41. {
  42. assert(faction);
  43. for (auto entry : filtersJson.Struct())
  44. {
  45. filters[entry.first] = LogicalExpression<BuildingID>(entry.second, [this](const JsonNode & node)
  46. {
  47. return BuildingID(VLC->modh->identifiers.getIdentifier("building." + faction->identifier, node.Vector()[0]).get());
  48. });
  49. }
  50. }
  51. bool CTownInstanceConstructor::objectFilter(const CGObjectInstance * object, const ObjectTemplate & templ) const
  52. {
  53. auto town = dynamic_cast<const CGTownInstance *>(object);
  54. auto buildTest = [&](const BuildingID & id)
  55. {
  56. return town->hasBuilt(id);
  57. };
  58. return filters.count(templ.stringID) != 0 && filters.at(templ.stringID).test(buildTest);
  59. }
  60. CGObjectInstance * CTownInstanceConstructor::create(const ObjectTemplate & tmpl) const
  61. {
  62. CGTownInstance * obj = createTyped(tmpl);
  63. obj->town = faction->town;
  64. obj->tempOwner = PlayerColor::NEUTRAL;
  65. return obj;
  66. }
  67. void CTownInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
  68. {
  69. auto templ = getOverride(object->cb->getTile(object->pos)->terType, object);
  70. if (templ)
  71. object->appearance = templ.get();
  72. }
  73. CHeroInstanceConstructor::CHeroInstanceConstructor()
  74. :heroClass(nullptr)
  75. {
  76. }
  77. void CHeroInstanceConstructor::initTypeData(const JsonNode & input)
  78. {
  79. VLC->modh->identifiers.requestIdentifier("heroClass", input["heroClass"],
  80. [&](si32 index) { heroClass = VLC->heroh->classes.heroClasses[index]; });
  81. filtersJson = input["filters"];
  82. }
  83. void CHeroInstanceConstructor::afterLoadFinalization()
  84. {
  85. for (auto entry : filtersJson.Struct())
  86. {
  87. filters[entry.first] = LogicalExpression<HeroTypeID>(entry.second, [](const JsonNode & node)
  88. {
  89. return HeroTypeID(VLC->modh->identifiers.getIdentifier("hero", node.Vector()[0]).get());
  90. });
  91. }
  92. }
  93. bool CHeroInstanceConstructor::objectFilter(const CGObjectInstance * object, const ObjectTemplate & templ) const
  94. {
  95. auto hero = dynamic_cast<const CGHeroInstance *>(object);
  96. auto heroTest = [&](const HeroTypeID & id)
  97. {
  98. return hero->type->ID == id;
  99. };
  100. if (filters.count(templ.stringID))
  101. {
  102. return filters.at(templ.stringID).test(heroTest);
  103. }
  104. return false;
  105. }
  106. CGObjectInstance * CHeroInstanceConstructor::create(const ObjectTemplate & tmpl) const
  107. {
  108. CGHeroInstance * obj = createTyped(tmpl);
  109. obj->type = nullptr; //FIXME: set to valid value. somehow.
  110. return obj;
  111. }
  112. void CHeroInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
  113. {
  114. }
  115. CDwellingInstanceConstructor::CDwellingInstanceConstructor()
  116. {
  117. }
  118. void CDwellingInstanceConstructor::initTypeData(const JsonNode & input)
  119. {
  120. const JsonVector & levels = input["creatures"].Vector();
  121. availableCreatures.resize(levels.size());
  122. for (size_t i=0; i<levels.size(); i++)
  123. {
  124. const JsonVector & creatures = levels[i].Vector();
  125. availableCreatures[i].resize(creatures.size());
  126. for (size_t j=0; j<creatures.size(); j++)
  127. {
  128. VLC->modh->identifiers.requestIdentifier("creature", creatures[j], [=] (si32 index)
  129. {
  130. availableCreatures[i][j] = VLC->creh->creatures[index];
  131. });
  132. }
  133. assert(!availableCreatures[i].empty());
  134. }
  135. guards = input["guards"];
  136. }
  137. bool CDwellingInstanceConstructor::objectFilter(const CGObjectInstance *, const ObjectTemplate &) const
  138. {
  139. return false;
  140. }
  141. CGObjectInstance * CDwellingInstanceConstructor::create(const ObjectTemplate & tmpl) const
  142. {
  143. CGDwelling * obj = createTyped(tmpl);
  144. obj->creatures.resize(availableCreatures.size());
  145. for (auto & entry : availableCreatures)
  146. {
  147. for (const CCreature * cre : entry)
  148. obj->creatures.back().second.push_back(cre->idNumber);
  149. }
  150. return obj;
  151. }
  152. void CDwellingInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator &rng) const
  153. {
  154. CGDwelling * dwelling = dynamic_cast<CGDwelling*>(object);
  155. dwelling->creatures.clear();
  156. dwelling->creatures.reserve(availableCreatures.size());
  157. for (auto & entry : availableCreatures)
  158. {
  159. dwelling->creatures.resize(dwelling->creatures.size() + 1);
  160. for (const CCreature * cre : entry)
  161. dwelling->creatures.back().second.push_back(cre->idNumber);
  162. }
  163. bool guarded = false; //TODO: serialize for sanity
  164. if (guards.getType() == JsonNode::JsonType::DATA_BOOL) //simple switch
  165. {
  166. if (guards.Bool())
  167. {
  168. guarded = true;
  169. }
  170. }
  171. else if (guards.getType() == JsonNode::JsonType::DATA_VECTOR) //custom guards (eg. Elemental Conflux)
  172. {
  173. for (auto & stack : JsonRandom::loadCreatures(guards, rng))
  174. {
  175. dwelling->putStack(SlotID(dwelling->stacksCount()), new CStackInstance(stack.type->idNumber, stack.count));
  176. }
  177. }
  178. else //default condition - creatures are of level 5 or higher
  179. {
  180. for (auto creatureEntry : availableCreatures)
  181. {
  182. if (creatureEntry.at(0)->level >= 5)
  183. {
  184. guarded = true;
  185. break;
  186. }
  187. }
  188. }
  189. if (guarded)
  190. {
  191. for (auto creatureEntry : availableCreatures)
  192. {
  193. const CCreature * crea = creatureEntry.at(0);
  194. dwelling->putStack (SlotID(dwelling->stacksCount()), new CStackInstance(crea->idNumber, crea->growth * 3));
  195. }
  196. }
  197. }
  198. bool CDwellingInstanceConstructor::producesCreature(const CCreature * crea) const
  199. {
  200. for (auto & entry : availableCreatures)
  201. {
  202. for (const CCreature * cre : entry)
  203. if (crea == cre)
  204. return true;
  205. }
  206. return false;
  207. }
  208. std::vector<const CCreature *> CDwellingInstanceConstructor::getProducedCreatures() const
  209. {
  210. std::vector<const CCreature *> creatures; //no idea why it's 2D, to be honest
  211. for (auto & entry : availableCreatures)
  212. {
  213. for (const CCreature * cre : entry)
  214. creatures.push_back(cre);
  215. }
  216. return creatures;
  217. }
  218. CBankInstanceConstructor::CBankInstanceConstructor()
  219. : bankResetDuration(0)
  220. {
  221. }
  222. void CBankInstanceConstructor::initTypeData(const JsonNode & input)
  223. {
  224. //TODO: name = input["name"].String();
  225. levels = input["levels"].Vector();
  226. bankResetDuration = static_cast<si32>(input["resetDuration"].Float());
  227. }
  228. CGObjectInstance *CBankInstanceConstructor::create(const ObjectTemplate & tmpl) const
  229. {
  230. return createTyped(tmpl);
  231. }
  232. BankConfig CBankInstanceConstructor::generateConfig(const JsonNode & level, CRandomGenerator & rng) const
  233. {
  234. BankConfig bc;
  235. bc.chance = static_cast<ui32>(level["chance"].Float());
  236. bc.guards = JsonRandom::loadCreatures(level["guards"], rng);
  237. bc.upgradeChance = static_cast<ui32>(level["upgrade_chance"].Float());
  238. bc.combatValue = static_cast<ui32>(level["combat_value"].Float());
  239. std::vector<SpellID> spells;
  240. for (size_t i=0; i<6; i++)
  241. IObjectInterface::cb->getAllowedSpells(spells, static_cast<ui16>(i));
  242. bc.resources = Res::ResourceSet(level["reward"]["resources"]);
  243. bc.creatures = JsonRandom::loadCreatures(level["reward"]["creatures"], rng);
  244. bc.artifacts = JsonRandom::loadArtifacts(level["reward"]["artifacts"], rng);
  245. bc.spells = JsonRandom::loadSpells(level["reward"]["spells"], rng, spells);
  246. bc.value = static_cast<ui32>(level["value"].Float());
  247. return bc;
  248. }
  249. void CBankInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
  250. {
  251. auto bank = dynamic_cast<CBank*>(object);
  252. bank->resetDuration = bankResetDuration;
  253. si32 totalChance = 0;
  254. for (auto & node : levels)
  255. totalChance += static_cast<si32>(node["chance"].Float());
  256. assert(totalChance != 0);
  257. si32 selectedChance = rng.nextInt(totalChance - 1);
  258. int cumulativeChance = 0;
  259. for (auto & node : levels)
  260. {
  261. cumulativeChance += static_cast<int>(node["chance"].Float());
  262. if (selectedChance < cumulativeChance)
  263. {
  264. bank->setConfig(generateConfig(node, rng));
  265. break;
  266. }
  267. }
  268. }
  269. CBankInfo::CBankInfo(const JsonVector & Config):
  270. config(Config)
  271. {
  272. assert(!Config.empty());
  273. }
  274. static void addStackToArmy(IObjectInfo::CArmyStructure & army, const CCreature * crea, si32 amount)
  275. {
  276. army.totalStrength += crea->fightValue * amount;
  277. bool walker = true;
  278. if (crea->hasBonusOfType(Bonus::SHOOTER))
  279. {
  280. army.shootersStrength += crea->fightValue * amount;
  281. walker = false;
  282. }
  283. if (crea->hasBonusOfType(Bonus::FLYING))
  284. {
  285. army.flyersStrength += crea->fightValue * amount;
  286. walker = false;
  287. }
  288. if (walker)
  289. army.walkersStrength += crea->fightValue * amount;
  290. }
  291. IObjectInfo::CArmyStructure CBankInfo::minGuards() const
  292. {
  293. std::vector<IObjectInfo::CArmyStructure> armies;
  294. for (auto configEntry : config)
  295. {
  296. auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
  297. IObjectInfo::CArmyStructure army;
  298. for (auto & stack : stacks)
  299. {
  300. assert(!stack.allowedCreatures.empty());
  301. auto weakest = boost::range::min_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
  302. {
  303. return a->fightValue < b->fightValue;
  304. });
  305. addStackToArmy(army, *weakest, stack.minAmount);
  306. }
  307. armies.push_back(army);
  308. }
  309. return *boost::range::min_element(armies);
  310. }
  311. IObjectInfo::CArmyStructure CBankInfo::maxGuards() const
  312. {
  313. std::vector<IObjectInfo::CArmyStructure> armies;
  314. for (auto configEntry : config)
  315. {
  316. auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
  317. IObjectInfo::CArmyStructure army;
  318. for (auto & stack : stacks)
  319. {
  320. assert(!stack.allowedCreatures.empty());
  321. auto strongest = boost::range::max_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
  322. {
  323. return a->fightValue < b->fightValue;
  324. });
  325. addStackToArmy(army, *strongest, stack.maxAmount);
  326. }
  327. armies.push_back(army);
  328. }
  329. return *boost::range::max_element(armies);
  330. }
  331. TPossibleGuards CBankInfo::getPossibleGuards() const
  332. {
  333. TPossibleGuards out;
  334. for (const JsonNode & configEntry : config)
  335. {
  336. const JsonNode & guardsInfo = configEntry["guards"];
  337. auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
  338. IObjectInfo::CArmyStructure army;
  339. for (auto stack : stacks)
  340. {
  341. army.totalStrength += stack.allowedCreatures.front()->AIValue * (stack.minAmount + stack.maxAmount) / 2;
  342. //TODO: add fields for flyers, walkers etc...
  343. }
  344. ui8 chance = static_cast<ui8>(configEntry["chance"].Float());
  345. out.push_back(std::make_pair(chance, army));
  346. }
  347. return out;
  348. }
  349. bool CBankInfo::givesResources() const
  350. {
  351. for (const JsonNode & node : config)
  352. if (!node["reward"]["resources"].isNull())
  353. return true;
  354. return false;
  355. }
  356. bool CBankInfo::givesArtifacts() const
  357. {
  358. for (const JsonNode & node : config)
  359. if (!node["reward"]["artifacts"].isNull())
  360. return true;
  361. return false;
  362. }
  363. bool CBankInfo::givesCreatures() const
  364. {
  365. for (const JsonNode & node : config)
  366. if (!node["reward"]["creatures"].isNull())
  367. return true;
  368. return false;
  369. }
  370. bool CBankInfo::givesSpells() const
  371. {
  372. for (const JsonNode & node : config)
  373. if (!node["reward"]["spells"].isNull())
  374. return true;
  375. return false;
  376. }
  377. std::unique_ptr<IObjectInfo> CBankInstanceConstructor::getObjectInfo(const ObjectTemplate & tmpl) const
  378. {
  379. return std::unique_ptr<IObjectInfo>(new CBankInfo(levels));
  380. }