| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337 | 
							- /*
 
-  * CObjectClassesHandler.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 "ObjectTemplate.h"
 
- #include "../GameConstants.h"
 
- #include "../ConstTransitivePtr.h"
 
- #include "../IHandlerBase.h"
 
- #include "../JsonNode.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class JsonNode;
 
- class CRandomGenerator;
 
- struct SObjectSounds
 
- {
 
- 	std::vector<std::string> ambient;
 
- 	std::vector<std::string> visit;
 
- 	std::vector<std::string> removal;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & ambient;
 
- 		h & visit;
 
- 		h & removal;
 
- 	}
 
- };
 
- /// Structure that describes placement rules for this object in random map
 
- struct DLL_LINKAGE RandomMapInfo
 
- {
 
- 	/// How valuable this object is, 1k = worthless, 10k = Utopia-level
 
- 	ui32 value;
 
- 	/// How many of such objects can be placed on map, 0 = object can not be placed by RMG
 
- 	std::optional<ui32> mapLimit;
 
- 	/// How many of such objects can be placed in one zone, 0 = unplaceable
 
- 	ui32 zoneLimit;
 
- 	/// Rarity of object, 5 = extremely rare, 100 = common
 
- 	ui32 rarity;
 
- 	RandomMapInfo():
 
- 		value(0),
 
- 		zoneLimit(0),
 
- 		rarity(0)
 
- 	{}
 
- 	void setMapLimit(ui32 val) { mapLimit = val; }
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & value;
 
- 		h & mapLimit;
 
- 		h & zoneLimit;
 
- 		h & rarity;
 
- 	}
 
- };
 
- struct DLL_LINKAGE CompoundMapObjectID
 
- {
 
- 	si32 primaryID;
 
- 	si32 secondaryID;
 
- 	CompoundMapObjectID(si32 primID, si32 secID) : primaryID(primID), secondaryID(secID) {};
 
- 	bool operator<(const CompoundMapObjectID& other) const
 
- 	{
 
- 		if(this->primaryID != other.primaryID)
 
- 			return this->primaryID < other.primaryID;
 
- 		else
 
- 			return this->secondaryID < other.secondaryID;
 
- 	}
 
- 	bool operator==(const CompoundMapObjectID& other) const
 
- 	{
 
- 		return (this->primaryID == other.primaryID) && (this->secondaryID == other.secondaryID);
 
- 	}
 
- };
 
- class DLL_LINKAGE IObjectInfo
 
- {
 
- public:
 
- 	struct CArmyStructure
 
- 	{
 
- 		ui32 totalStrength;
 
- 		ui32 shootersStrength;
 
- 		ui32 flyersStrength;
 
- 		ui32 walkersStrength;
 
- 		CArmyStructure() :
 
- 			totalStrength(0),
 
- 			shootersStrength(0),
 
- 			flyersStrength(0),
 
- 			walkersStrength(0)
 
- 		{}
 
- 		bool operator <(const CArmyStructure & other) const
 
- 		{
 
- 			return this->totalStrength < other.totalStrength;
 
- 		}
 
- 	};
 
- 	/// Returns possible composition of guards. Actual guards would be
 
- 	/// somewhere between these two values
 
- 	virtual CArmyStructure minGuards() const { return CArmyStructure(); }
 
- 	virtual CArmyStructure maxGuards() const { return CArmyStructure(); }
 
- 	virtual bool givesResources() const { return false; }
 
- 	virtual bool givesExperience() const { return false; }
 
- 	virtual bool givesMana() const { return false; }
 
- 	virtual bool givesMovement() const { return false; }
 
- 	virtual bool givesPrimarySkills() const { return false; }
 
- 	virtual bool givesSecondarySkills() const { return false; }
 
- 	virtual bool givesArtifacts() const { return false; }
 
- 	virtual bool givesCreatures() const { return false; }
 
- 	virtual bool givesSpells() const { return false; }
 
- 	virtual bool givesBonuses() const { return false; }
 
- 	virtual ~IObjectInfo() = default;
 
- };
 
- class CGObjectInstance;
 
- /// Class responsible for creation of objects of specific type & subtype
 
- class DLL_LINKAGE AObjectTypeHandler : public boost::noncopyable
 
- {
 
- 	friend class CObjectClassesHandler;
 
- 	RandomMapInfo rmgInfo;
 
- 	JsonNode base; /// describes base template
 
- 	std::vector<std::shared_ptr<const ObjectTemplate>> templates;
 
- 	SObjectSounds sounds;
 
- 	std::optional<si32> aiValue;
 
- 	std::optional<std::string> battlefield;
 
- 	std::string modScope;
 
- 	std::string typeName;
 
- 	std::string subTypeName;
 
- 	si32 type;
 
- 	si32 subtype;
 
- protected:
 
- 	void preInitObject(CGObjectInstance * obj) const;
 
- 	virtual bool objectFilter(const CGObjectInstance * obj, std::shared_ptr<const ObjectTemplate> tmpl) const;
 
- 	/// initialization for classes that inherit this one
 
- 	virtual void initTypeData(const JsonNode & input);
 
- public:
 
- 	virtual ~AObjectTypeHandler() = default;
 
- 	si32 getIndex() const;
 
- 	si32 getSubIndex() const;
 
- 	std::string getTypeName() const;
 
- 	std::string getSubTypeName() const;
 
- 	/// loads generic data from Json structure and passes it towards type-specific constructors
 
- 	void init(const JsonNode & input);
 
- 	/// returns full form of identifier of this object in form of modName:objectName
 
- 	std::string getJsonKey() const;
 
- 	/// Returns object-specific name, if set
 
- 	SObjectSounds getSounds() const;
 
- 	void addTemplate(const std::shared_ptr<const ObjectTemplate> & templ);
 
- 	void addTemplate(JsonNode config);
 
- 	/// returns all templates matching parameters
 
- 	std::vector<std::shared_ptr<const ObjectTemplate>> getTemplates() const;
 
- 	std::vector<std::shared_ptr<const ObjectTemplate>> getTemplates(const TerrainId terrainType) const;
 
- 	/// returns preferred template for this object, if present (e.g. one of 3 possible templates for town - village, fort and castle)
 
- 	/// note that appearance will not be changed - this must be done separately (either by assignment or via pack from server)
 
- 	std::shared_ptr<const ObjectTemplate> getOverride(TerrainId terrainType, const CGObjectInstance * object) const;
 
- 	BattleField getBattlefield() const;
 
- 	const RandomMapInfo & getRMGInfo();
 
- 	std::optional<si32> getAiValue() const;
 
- 	/// returns true if this class provides custom text ID's instead of generic per-object name
 
- 	virtual bool hasNameTextID() const;
 
- 	/// returns object's name in form of translatable text ID
 
- 	virtual std::string getNameTextID() const;
 
- 	/// returns object's name in form of human-readable text
 
- 	std::string getNameTranslated() const;
 
- 	virtual bool isStaticObject();
 
- 	virtual void afterLoadFinalization();
 
- 	/// Creates object and set up core properties (like ID/subID). Object is NOT initialized
 
- 	/// to allow creating objects before game start (e.g. map loading)
 
- 	virtual CGObjectInstance * create(std::shared_ptr<const ObjectTemplate> tmpl = nullptr) const = 0;
 
- 	/// Configures object properties. Should be re-entrable, resetting state of the object if necessarily
 
- 	/// This should set remaining properties, including randomized or depending on map
 
- 	virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const = 0;
 
- 	/// Returns object configuration, if available. Otherwise returns NULL
 
- 	virtual std::unique_ptr<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const = 0;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & type;
 
- 		h & subtype;
 
- 		h & templates;
 
- 		h & rmgInfo;
 
- 		h & modScope;
 
- 		h & typeName;
 
- 		h & subTypeName;
 
- 		h & sounds;
 
- 		h & aiValue;
 
- 		h & battlefield;
 
- 	}
 
- };
 
- using TObjectTypeHandler = std::shared_ptr<AObjectTypeHandler>;
 
- /// Class responsible for creation of adventure map objects of specific type
 
- class DLL_LINKAGE ObjectClass
 
- {
 
- public:
 
- 	std::string modScope;
 
- 	std::string identifier;
 
- 	si32 id;
 
- 	std::string handlerName; // ID of handler that controls this object, should be determined using handlerConstructor map
 
- 	JsonNode base;
 
- 	std::vector<TObjectTypeHandler> objects;
 
- 	ObjectClass() = default;
 
- 	std::string getJsonKey() const;
 
- 	std::string getNameTextID() const;
 
- 	std::string getNameTranslated() const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & id;
 
- 		h & handlerName;
 
- 		h & base;
 
- 		h & objects;
 
- 		h & identifier;
 
- 		h & modScope;
 
- 	}
 
- };
 
- /// Main class responsible for creation of all adventure map objects
 
- class DLL_LINKAGE CObjectClassesHandler : public IHandlerBase
 
- {
 
- 	/// list of object handlers, each of them handles only one type
 
- 	std::vector<ObjectClass * > objects;
 
- 	/// map that is filled during contruction with all known handlers. Not serializeable due to usage of std::function
 
- 	std::map<std::string, std::function<TObjectTypeHandler()> > handlerConstructors;
 
- 	/// container with H3 templates, used only during loading, no need to serialize it
 
- 	using TTemplatesContainer = std::multimap<std::pair<si32, si32>, std::shared_ptr<const ObjectTemplate>>;
 
- 	TTemplatesContainer legacyTemplates;
 
- 	TObjectTypeHandler loadSubObjectFromJson(const std::string & scope, const std::string & identifier, const JsonNode & entry, ObjectClass * obj, size_t index);
 
- 	void loadSubObject(const std::string & scope, const std::string & identifier, const JsonNode & entry, ObjectClass * obj);
 
- 	void loadSubObject(const std::string & scope, const std::string & identifier, const JsonNode & entry, ObjectClass * obj, size_t index);
 
- 	ObjectClass * loadFromJson(const std::string & scope, const JsonNode & json, const std::string & name, size_t index);
 
- 	void generateExtraMonolithsForRMG();
 
- public:
 
- 	CObjectClassesHandler();
 
- 	~CObjectClassesHandler();
 
- 	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 loadSubObject(const std::string & identifier, JsonNode config, si32 ID, si32 subID);
 
- 	void removeSubObject(si32 ID, si32 subID);
 
- 	void beforeValidate(JsonNode & object) override;
 
- 	void afterLoadFinalization() override;
 
- 	std::vector<bool> getDefaultAllowed() const override;
 
- 	/// Queries to detect loaded objects
 
- 	std::set<si32> knownObjects() const;
 
- 	std::set<si32> knownSubObjects(si32 primaryID) const;
 
- 	/// returns handler for specified object (ID-based). ObjectHandler keeps ownership
 
- 	TObjectTypeHandler getHandlerFor(si32 type, si32 subtype) const;
 
- 	TObjectTypeHandler getHandlerFor(const std::string & scope, const std::string & type, const std::string & subtype) const;
 
- 	TObjectTypeHandler getHandlerFor(CompoundMapObjectID compoundIdentifier) const;
 
- 	std::string getObjectName(si32 type, si32 subtype) const;
 
- 	SObjectSounds getObjectSounds(si32 type, si32 subtype) const;
 
- 	/// Returns handler string describing the handler (for use in client)
 
- 	std::string getObjectHandlerName(si32 type) const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & objects;
 
- 	}
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
  |