CBankInstanceConstructor.cpp 5.0 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 "../CGeneralTextHandler.h"
  14. #include "../IGameCallback.h"
  15. #include "../CRandomGenerator.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"].String());
  26. levels = input["levels"].Vector();
  27. bankResetDuration = static_cast<si32>(input["resetDuration"].Float());
  28. blockVisit = input["blockedVisitable"].Bool();
  29. coastVisitable = input["coastVisitable"].Bool();
  30. }
  31. BankConfig CBankInstanceConstructor::generateConfig(IGameCallback * cb, const JsonNode & level, CRandomGenerator & rng) const
  32. {
  33. BankConfig bc;
  34. JsonRandom randomizer(cb);
  35. JsonRandom::Variables emptyVariables;
  36. bc.chance = static_cast<ui32>(level["chance"].Float());
  37. bc.guards = randomizer.loadCreatures(level["guards"], rng, emptyVariables);
  38. bc.resources = ResourceSet(level["reward"]["resources"]);
  39. bc.creatures = randomizer.loadCreatures(level["reward"]["creatures"], rng, emptyVariables);
  40. bc.artifacts = randomizer.loadArtifacts(level["reward"]["artifacts"], rng, emptyVariables);
  41. bc.spells = randomizer.loadSpells(level["reward"]["spells"], rng, emptyVariables);
  42. return bc;
  43. }
  44. void CBankInstanceConstructor::randomizeObject(CBank * bank, CRandomGenerator & rng) const
  45. {
  46. bank->resetDuration = bankResetDuration;
  47. bank->blockVisit = blockVisit;
  48. bank->coastVisitable = coastVisitable;
  49. si32 totalChance = 0;
  50. for(const auto & node : levels)
  51. totalChance += static_cast<si32>(node["chance"].Float());
  52. assert(totalChance != 0);
  53. si32 selectedChance = rng.nextInt(totalChance - 1);
  54. int cumulativeChance = 0;
  55. for(const auto & node : levels)
  56. {
  57. cumulativeChance += static_cast<int>(node["chance"].Float());
  58. if(selectedChance < cumulativeChance)
  59. {
  60. bank->setConfig(generateConfig(bank->cb, node, rng));
  61. break;
  62. }
  63. }
  64. }
  65. CBankInfo::CBankInfo(const JsonVector & Config) :
  66. config(Config)
  67. {
  68. assert(!Config.empty());
  69. }
  70. TPossibleGuards CBankInfo::getPossibleGuards(IGameCallback * cb) const
  71. {
  72. JsonRandom::Variables emptyVariables;
  73. JsonRandom randomizer(cb);
  74. TPossibleGuards out;
  75. for(const JsonNode & configEntry : config)
  76. {
  77. const JsonNode & guardsInfo = configEntry["guards"];
  78. auto stacks = randomizer.evaluateCreatures(guardsInfo, emptyVariables);
  79. IObjectInfo::CArmyStructure army;
  80. for(auto stack : stacks)
  81. {
  82. army.totalStrength += stack.allowedCreatures.front()->getAIValue() * (stack.minAmount + stack.maxAmount) / 2;
  83. //TODO: add fields for flyers, walkers etc...
  84. }
  85. ui8 chance = static_cast<ui8>(configEntry["chance"].Float());
  86. out.push_back(std::make_pair(chance, army));
  87. }
  88. return out;
  89. }
  90. std::vector<PossibleReward<TResources>> CBankInfo::getPossibleResourcesReward() const
  91. {
  92. std::vector<PossibleReward<TResources>> result;
  93. for(const JsonNode & configEntry : config)
  94. {
  95. const JsonNode & resourcesInfo = configEntry["reward"]["resources"];
  96. if(!resourcesInfo.isNull())
  97. {
  98. result.emplace_back(configEntry["chance"].Integer(), TResources(resourcesInfo));
  99. }
  100. }
  101. return result;
  102. }
  103. std::vector<PossibleReward<CStackBasicDescriptor>> CBankInfo::getPossibleCreaturesReward(IGameCallback * cb) const
  104. {
  105. JsonRandom::Variables emptyVariables;
  106. JsonRandom randomizer(cb);
  107. std::vector<PossibleReward<CStackBasicDescriptor>> aproximateReward;
  108. for(const JsonNode & configEntry : config)
  109. {
  110. const JsonNode & guardsInfo = configEntry["reward"]["creatures"];
  111. auto stacks = randomizer.evaluateCreatures(guardsInfo, emptyVariables);
  112. for(auto stack : stacks)
  113. {
  114. const auto * creature = stack.allowedCreatures.front();
  115. aproximateReward.emplace_back(configEntry["chance"].Integer(), CStackBasicDescriptor(creature, (stack.minAmount + stack.maxAmount) / 2));
  116. }
  117. }
  118. return aproximateReward;
  119. }
  120. bool CBankInfo::givesResources() const
  121. {
  122. for(const JsonNode & node : config)
  123. if(!node["reward"]["resources"].isNull())
  124. return true;
  125. return false;
  126. }
  127. bool CBankInfo::givesArtifacts() const
  128. {
  129. for(const JsonNode & node : config)
  130. if(!node["reward"]["artifacts"].isNull())
  131. return true;
  132. return false;
  133. }
  134. bool CBankInfo::givesCreatures() const
  135. {
  136. for(const JsonNode & node : config)
  137. if(!node["reward"]["creatures"].isNull())
  138. return true;
  139. return false;
  140. }
  141. bool CBankInfo::givesSpells() const
  142. {
  143. for(const JsonNode & node : config)
  144. if(!node["reward"]["spells"].isNull())
  145. return true;
  146. return false;
  147. }
  148. std::unique_ptr<IObjectInfo> CBankInstanceConstructor::getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const
  149. {
  150. return std::unique_ptr<IObjectInfo>(new CBankInfo(levels));
  151. }
  152. VCMI_LIB_NAMESPACE_END