CBankInstanceConstructor.cpp 6.4 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 "../JsonRandom.h"
  13. #include "../CGeneralTextHandler.h"
  14. #include "../IGameCallback.h"
  15. VCMI_LIB_NAMESPACE_BEGIN
  16. bool CBankInstanceConstructor::hasNameTextID() const
  17. {
  18. return true;
  19. }
  20. void CBankInstanceConstructor::initTypeData(const JsonNode & input)
  21. {
  22. if (input.Struct().count("name") == 0)
  23. logMod->warn("Bank %s missing name!", getJsonKey());
  24. VLC->generaltexth->registerString(input.meta, getNameTextID(), input["name"].String());
  25. levels = input["levels"].Vector();
  26. bankResetDuration = static_cast<si32>(input["resetDuration"].Float());
  27. blockVisit = input["blockedVisitable"].Bool();
  28. coastVisitable = input["coastVisitable"].Bool();
  29. }
  30. BankConfig CBankInstanceConstructor::generateConfig(const JsonNode & level, CRandomGenerator & rng) const
  31. {
  32. BankConfig bc;
  33. bc.chance = static_cast<ui32>(level["chance"].Float());
  34. bc.guards = JsonRandom::loadCreatures(level["guards"], rng);
  35. std::vector<SpellID> spells;
  36. IObjectInterface::cb->getAllowedSpells(spells);
  37. bc.resources = ResourceSet(level["reward"]["resources"]);
  38. bc.creatures = JsonRandom::loadCreatures(level["reward"]["creatures"], rng);
  39. bc.artifacts = JsonRandom::loadArtifacts(level["reward"]["artifacts"], rng);
  40. bc.spells = JsonRandom::loadSpells(level["reward"]["spells"], rng, spells);
  41. return bc;
  42. }
  43. void CBankInstanceConstructor::randomizeObject(CBank * bank, CRandomGenerator & rng) const
  44. {
  45. bank->resetDuration = bankResetDuration;
  46. bank->blockVisit = blockVisit;
  47. bank->coastVisitable = coastVisitable;
  48. si32 totalChance = 0;
  49. for(const auto & node : levels)
  50. totalChance += static_cast<si32>(node["chance"].Float());
  51. assert(totalChance != 0);
  52. si32 selectedChance = rng.nextInt(totalChance - 1);
  53. int cumulativeChance = 0;
  54. for(const auto & node : levels)
  55. {
  56. cumulativeChance += static_cast<int>(node["chance"].Float());
  57. if(selectedChance < cumulativeChance)
  58. {
  59. bank->setConfig(generateConfig(node, rng));
  60. break;
  61. }
  62. }
  63. }
  64. CBankInfo::CBankInfo(const JsonVector & Config) :
  65. config(Config)
  66. {
  67. assert(!Config.empty());
  68. }
  69. static void addStackToArmy(IObjectInfo::CArmyStructure & army, const CCreature * crea, si32 amount)
  70. {
  71. army.totalStrength += crea->getFightValue() * amount;
  72. bool walker = true;
  73. if(crea->hasBonusOfType(BonusType::SHOOTER))
  74. {
  75. army.shootersStrength += crea->getFightValue() * amount;
  76. walker = false;
  77. }
  78. if(crea->hasBonusOfType(BonusType::FLYING))
  79. {
  80. army.flyersStrength += crea->getFightValue() * amount;
  81. walker = false;
  82. }
  83. if(walker)
  84. army.walkersStrength += crea->getFightValue() * amount;
  85. }
  86. IObjectInfo::CArmyStructure CBankInfo::minGuards() const
  87. {
  88. std::vector<IObjectInfo::CArmyStructure> armies;
  89. for(auto configEntry : config)
  90. {
  91. auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
  92. IObjectInfo::CArmyStructure army;
  93. for(auto & stack : stacks)
  94. {
  95. assert(!stack.allowedCreatures.empty());
  96. auto weakest = boost::range::min_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
  97. {
  98. return a->getFightValue() < b->getFightValue();
  99. });
  100. addStackToArmy(army, *weakest, stack.minAmount);
  101. }
  102. armies.push_back(army);
  103. }
  104. return *boost::range::min_element(armies);
  105. }
  106. IObjectInfo::CArmyStructure CBankInfo::maxGuards() const
  107. {
  108. std::vector<IObjectInfo::CArmyStructure> armies;
  109. for(auto configEntry : config)
  110. {
  111. auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
  112. IObjectInfo::CArmyStructure army;
  113. for(auto & stack : stacks)
  114. {
  115. assert(!stack.allowedCreatures.empty());
  116. auto strongest = boost::range::max_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
  117. {
  118. return a->getFightValue() < b->getFightValue();
  119. });
  120. addStackToArmy(army, *strongest, stack.maxAmount);
  121. }
  122. armies.push_back(army);
  123. }
  124. return *boost::range::max_element(armies);
  125. }
  126. TPossibleGuards CBankInfo::getPossibleGuards() const
  127. {
  128. TPossibleGuards out;
  129. for(const JsonNode & configEntry : config)
  130. {
  131. const JsonNode & guardsInfo = configEntry["guards"];
  132. auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
  133. IObjectInfo::CArmyStructure army;
  134. for(auto stack : stacks)
  135. {
  136. army.totalStrength += stack.allowedCreatures.front()->getAIValue() * (stack.minAmount + stack.maxAmount) / 2;
  137. //TODO: add fields for flyers, walkers etc...
  138. }
  139. ui8 chance = static_cast<ui8>(configEntry["chance"].Float());
  140. out.push_back(std::make_pair(chance, army));
  141. }
  142. return out;
  143. }
  144. std::vector<PossibleReward<TResources>> CBankInfo::getPossibleResourcesReward() const
  145. {
  146. std::vector<PossibleReward<TResources>> result;
  147. for(const JsonNode & configEntry : config)
  148. {
  149. const JsonNode & resourcesInfo = configEntry["reward"]["resources"];
  150. if(!resourcesInfo.isNull())
  151. {
  152. result.emplace_back(configEntry["chance"].Integer(), TResources(resourcesInfo));
  153. }
  154. }
  155. return result;
  156. }
  157. std::vector<PossibleReward<CStackBasicDescriptor>> CBankInfo::getPossibleCreaturesReward() const
  158. {
  159. std::vector<PossibleReward<CStackBasicDescriptor>> aproximateReward;
  160. for(const JsonNode & configEntry : config)
  161. {
  162. const JsonNode & guardsInfo = configEntry["reward"]["creatures"];
  163. auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
  164. for(auto stack : stacks)
  165. {
  166. const auto * creature = stack.allowedCreatures.front();
  167. aproximateReward.emplace_back(configEntry["chance"].Integer(), CStackBasicDescriptor(creature, (stack.minAmount + stack.maxAmount) / 2));
  168. }
  169. }
  170. return aproximateReward;
  171. }
  172. bool CBankInfo::givesResources() const
  173. {
  174. for(const JsonNode & node : config)
  175. if(!node["reward"]["resources"].isNull())
  176. return true;
  177. return false;
  178. }
  179. bool CBankInfo::givesArtifacts() const
  180. {
  181. for(const JsonNode & node : config)
  182. if(!node["reward"]["artifacts"].isNull())
  183. return true;
  184. return false;
  185. }
  186. bool CBankInfo::givesCreatures() const
  187. {
  188. for(const JsonNode & node : config)
  189. if(!node["reward"]["creatures"].isNull())
  190. return true;
  191. return false;
  192. }
  193. bool CBankInfo::givesSpells() const
  194. {
  195. for(const JsonNode & node : config)
  196. if(!node["reward"]["spells"].isNull())
  197. return true;
  198. return false;
  199. }
  200. std::unique_ptr<IObjectInfo> CBankInstanceConstructor::getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const
  201. {
  202. return std::unique_ptr<IObjectInfo>(new CBankInfo(levels));
  203. }
  204. VCMI_LIB_NAMESPACE_END