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vcmi/lib/CModHandler.h

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/*
* CModHandler.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 "filesystem/Filesystem.h"
#include "VCMI_Lib.h"
#include "JsonNode.h"
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#ifdef __UCLIBC__
#undef major
#undef minor
#undef patch
#endif
VCMI_LIB_NAMESPACE_BEGIN
class CModHandler;
class CModIndentifier;
class CModInfo;
class JsonNode;
class IHandlerBase;
/// class that stores all object identifiers strings and maps them to numeric ID's
/// if possible, objects ID's should be in format <type>.<name>, camelCase e.g. "creature.grandElf"
class CIdentifierStorage
{
enum ELoadingState
{
LOADING,
FINALIZING,
FINISHED
};
struct ObjectCallback // entry created on ID request
{
std::string localScope; /// scope from which this ID was requested
std::string remoteScope; /// scope in which this object must be found
std::string type; /// type, e.g. creature, faction, hero, etc
std::string name; /// string ID
std::function<void(si32)> callback;
bool optional;
ObjectCallback(std::string localScope, std::string remoteScope,
std::string type, std::string name,
const std::function<void(si32)> & callback,
bool optional);
};
struct ObjectData // entry created on ID registration
{
si32 id;
std::string scope; /// scope in which this ID located
bool operator==(const ObjectData & other) const
{
return id == other.id && scope == other.scope;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id;
h & scope;
}
};
std::multimap<std::string, ObjectData> registeredObjects;
std::vector<ObjectCallback> scheduledRequests;
ELoadingState state;
/// Check if identifier can be valid (camelCase, point as separator)
void checkIdentifier(std::string & ID);
void requestIdentifier(ObjectCallback callback);
bool resolveIdentifier(const ObjectCallback & callback);
std::vector<ObjectData> getPossibleIdentifiers(const ObjectCallback & callback);
public:
CIdentifierStorage();
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virtual ~CIdentifierStorage();
/// request identifier for specific object name.
/// Function callback will be called during ID resolution phase of loading
void requestIdentifier(std::string scope, std::string type, std::string name, const std::function<void(si32)> & callback);
///fullName = [remoteScope:]type.name
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void requestIdentifier(std::string scope, std::string fullName, const std::function<void(si32)> & callback);
void requestIdentifier(std::string type, const JsonNode & name, const std::function<void(si32)> & callback);
void requestIdentifier(const JsonNode & name, const std::function<void(si32)> & callback);
/// try to request ID. If ID with such name won't be loaded, callback function will not be called
void tryRequestIdentifier(std::string scope, std::string type, std::string name, const std::function<void(si32)> & callback);
void tryRequestIdentifier(std::string type, const JsonNode & name, const std::function<void(si32)> & callback);
/// get identifier immediately. If identifier is not know and not silent call will result in error message
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boost::optional<si32> getIdentifier(std::string scope, std::string type, std::string name, bool silent = false);
boost::optional<si32> getIdentifier(std::string type, const JsonNode & name, bool silent = false);
boost::optional<si32> getIdentifier(const JsonNode & name, bool silent = false);
boost::optional<si32> getIdentifier(std::string scope, std::string fullName, bool silent = false);
/// registers new object
void registerObject(std::string scope, std::string type, std::string name, si32 identifier);
/// called at the very end of loading to check for any missing ID's
void finalize();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & registeredObjects;
h & state;
}
};
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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/// internal type to handle loading of one data type (e.g. artifacts, creatures)
class DLL_LINKAGE ContentTypeHandler
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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public:
struct ModInfo
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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/// mod data from this mod and for this mod
JsonNode modData;
/// mod data for this mod from other mods (patches)
JsonNode patches;
};
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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/// handler to which all data will be loaded
IHandlerBase * handler;
std::string objectName;
/// contains all loaded H3 data
std::vector<JsonNode> originalData;
std::map<std::string, ModInfo> modData;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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ContentTypeHandler(IHandlerBase * handler, std::string objectName);
/// local version of methods in ContentHandler
/// returns true if loading was successful
bool preloadModData(std::string modName, std::vector<std::string> fileList, bool validate);
bool loadMod(std::string modName, bool validate);
void loadCustom();
void afterLoadFinalization();
};
/// class used to load all game data into handlers. Used only during loading
class DLL_LINKAGE CContentHandler
{
/// preloads all data from fileList as data from modName.
bool preloadModData(std::string modName, JsonNode modConfig, bool validate);
/// actually loads data in mod
bool loadMod(std::string modName, bool validate);
std::map<std::string, ContentTypeHandler> handlers;
public:
CContentHandler();
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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void init();
/// preloads all data from fileList as data from modName.
void preloadData(CModInfo & mod);
/// actually loads data in mod
void load(CModInfo & mod);
void loadCustom();
/// all data was loaded, time for final validation / integration
void afterLoadFinalization();
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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const ContentTypeHandler & operator[] (const std::string & name) const;
};
typedef std::string TModID;
class DLL_LINKAGE CModInfo
{
public:
enum EValidationStatus
{
PENDING,
FAILED,
PASSED
};
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struct Version
{
int major = 0;
int minor = 0;
int patch = 0;
Version() = default;
Version(int mj, int mi, int p): major(mj), minor(mi), patch(p) {}
static Version GameVersion();
static Version fromString(std::string from);
std::string toString() const;
bool compatible(const Version & other, bool checkMinor = false, bool checkPatch = false) const;
bool isNull() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & major;
h & minor;
h & patch;
}
};
/// identifier, identical to name of folder with mod
std::string identifier;
/// human-readable strings
std::string name;
std::string description;
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/// version of the mod
Version version;
/// vcmi versions compatible with the mod
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Version vcmiCompatibleMin, vcmiCompatibleMax;
/// list of mods that should be loaded before this one
std::set <TModID> dependencies;
/// list of mods that can't be used in the same time as this one
std::set <TModID> conflicts;
/// CRC-32 checksum of the mod
ui32 checksum;
/// true if mod is enabled
bool enabled;
EValidationStatus validation;
JsonNode config;
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CModInfo();
CModInfo(std::string identifier, const JsonNode & local, const JsonNode & config);
JsonNode saveLocalData() const;
void updateChecksum(ui32 newChecksum);
static std::string getModDir(std::string name);
static std::string getModFile(std::string name);
private:
void loadLocalData(const JsonNode & data);
};
class DLL_LINKAGE CModHandler
{
std::map <TModID, CModInfo> allMods;
std::vector <TModID> activeMods;//active mods, in order in which they were loaded
CModInfo coreMod;
void loadConfigFromFile(std::string name);
bool hasCircularDependency(TModID mod, std::set <TModID> currentList = std::set <TModID>()) const;
//returns false if mod list is incorrect and prints error to console. Possible errors are:
// - missing dependency mod
// - conflicting mod in load order
// - circular dependencies
bool checkDependencies(const std::vector <TModID> & input) const;
/**
* 1. Set apart mods with resolved dependencies from mods which have unresolved dependencies
* 2. Sort resolved mods using topological algorithm
* 3. Log all problem mods and their unresolved dependencies
*
* @param modsToResolve list of valid mod IDs (checkDependencies returned true - TODO: Clarify it.)
* @return a vector of the topologically sorted resolved mods: child nodes (dependent mods) have greater index than parents
*/
std::vector <TModID> validateAndSortDependencies(std::vector <TModID> modsToResolve) const;
std::vector<std::string> getModList(std::string path);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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void loadMods(std::string path, std::string parent, const JsonNode & modSettings, bool enableMods);
void loadOneMod(std::string modName, std::string parent, const JsonNode & modSettings, bool enableMods);
public:
/// returns true if scope is reserved for internal use and can not be used by mods
static bool isScopeReserved(const TModID & scope);
/// reserved scope name for referencing built-in (e.g. H3) objects
static const TModID & scopeBuiltin();
/// reserved scope name for accessing objects from any loaded mod
static const TModID & scopeGame();
/// reserved scope name for accessing object for map loading
static const TModID & scopeMap();
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class DLL_LINKAGE Incompatibility: public std::exception
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{
public:
using StringPair = std::pair<const std::string, const std::string>;
using ModList = std::list<StringPair>;
Incompatibility(ModList && _missingMods):
missingMods(std::move(_missingMods))
{
std::ostringstream _ss;
for(auto & m : missingMods)
_ss << m.first << ' ' << m.second << std::endl;
message = _ss.str();
}
const char * what() const noexcept override
{
return message.c_str();
}
private:
//list of mods required to load the game
// first: mod name
// second: mod version
const ModList missingMods;
std::string message;
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};
CIdentifierStorage identifiers;
std::shared_ptr<CContentHandler> content; //(!)Do not serialize
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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/// receives list of available mods and trying to load mod.json from all of them
void initializeConfig();
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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void loadMods(bool onlyEssential = false);
void loadModFilesystems();
std::set<TModID> getModDependencies(TModID modId, bool & isModFound);
/// returns list of all (active) mods
std::vector<std::string> getAllMods();
std::vector<std::string> getActiveMods();
/// load content from all available mods
void load();
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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void afterLoad(bool onlyEssential);
struct DLL_LINKAGE hardcodedFeatures
{
JsonNode data;
int CREEP_SIZE; // neutral stacks won't grow beyond this number
int WEEKLY_GROWTH; //percent
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int NEUTRAL_STACK_EXP;
int MAX_BUILDING_PER_TURN;
bool DWELLINGS_ACCUMULATE_CREATURES;
bool ALL_CREATURES_GET_DOUBLE_MONTHS;
int MAX_HEROES_AVAILABLE_PER_PLAYER;
int MAX_HEROES_ON_MAP_PER_PLAYER;
bool WINNING_HERO_WITH_NO_TROOPS_RETREATS;
bool BLACK_MARKET_MONTHLY_ARTIFACTS_CHANGE;
bool NO_RANDOM_SPECIAL_WEEKS_AND_MONTHS;
double ATTACK_POINT_DMG_MULTIPLIER;
double ATTACK_POINTS_DMG_MULTIPLIER_CAP;
double DEFENSE_POINT_DMG_MULTIPLIER;
double DEFENSE_POINTS_DMG_MULTIPLIER_CAP;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & data;
h & CREEP_SIZE;
h & WEEKLY_GROWTH;
h & NEUTRAL_STACK_EXP;
h & MAX_BUILDING_PER_TURN;
h & DWELLINGS_ACCUMULATE_CREATURES;
h & ALL_CREATURES_GET_DOUBLE_MONTHS;
h & MAX_HEROES_AVAILABLE_PER_PLAYER;
h & MAX_HEROES_ON_MAP_PER_PLAYER;
h & WINNING_HERO_WITH_NO_TROOPS_RETREATS;
h & BLACK_MARKET_MONTHLY_ARTIFACTS_CHANGE;
h & NO_RANDOM_SPECIAL_WEEKS_AND_MONTHS;
h & ATTACK_POINT_DMG_MULTIPLIER;
h & ATTACK_POINTS_DMG_MULTIPLIER_CAP;
h & DEFENSE_POINT_DMG_MULTIPLIER;
h & DEFENSE_POINTS_DMG_MULTIPLIER_CAP;
}
} settings;
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struct DLL_LINKAGE gameModules
{
bool STACK_EXP;
bool STACK_ARTIFACT;
bool COMMANDERS;
bool MITHRIL;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & STACK_EXP;
h & STACK_ARTIFACT;
h & COMMANDERS;
h & MITHRIL;
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}
} modules;
CModHandler();
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virtual ~CModHandler();
static std::string normalizeIdentifier(const std::string & scope, const std::string & remoteScope, const std::string & identifier);
static void parseIdentifier(const std::string & fullIdentifier, std::string & scope, std::string & type, std::string & identifier);
static std::string makeFullIdentifier(const std::string & scope, const std::string & type, const std::string & identifier);
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template <typename Handler> void serialize(Handler &h, const int version)
{
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if(h.saving)
{
h & activeMods;
for(const auto & m : activeMods)
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h & allMods[m].version;
}
else
{
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loadMods();
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std::vector<TModID> newActiveMods;
h & newActiveMods;
Incompatibility::ModList missingMods;
for(const auto & m : newActiveMods)
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{
CModInfo::Version mver;
h & mver;
if(allMods.count(m) && (allMods[m].version.isNull() || mver.isNull() || allMods[m].version.compatible(mver)))
allMods[m].enabled = true;
else
missingMods.emplace_back(m, mver.toString());
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}
if(!missingMods.empty())
throw Incompatibility(std::move(missingMods));
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std::swap(activeMods, newActiveMods);
}
h & settings;
h & modules;
h & identifiers;
}
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};
VCMI_LIB_NAMESPACE_END