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vcmi/lib/modding/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
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#include "CModVersion.h"
VCMI_LIB_NAMESPACE_BEGIN
class CModHandler;
class CModIndentifier;
class CModInfo;
class JsonNode;
class IHandlerBase;
class CIdentifierStorage;
class CContentHandler;
class ResourcePath;
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using TModID = std::string;
class DLL_LINKAGE CModHandler : boost::noncopyable
{
std::map <TModID, CModInfo> allMods;
std::vector <TModID> activeMods;//active mods, in order in which they were loaded
std::unique_ptr<CModInfo> coreMod;
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bool hasCircularDependency(const TModID & mod, std::set<TModID> currentList = std::set<TModID>()) 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;
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std::vector<std::string> getModList(const std::string & path) const;
void loadMods(const std::string & path, const std::string & parent, const JsonNode & modSettings, bool enableMods);
void loadOneMod(std::string modName, const std::string & parent, const JsonNode & modSettings, bool enableMods);
void loadTranslation(const TModID & modName);
bool validateTranslations(TModID modName) const;
CModVersion getModVersion(TModID modName) const;
/// Attempt to set active mods according to provided list of mods from save, throws on failure
void trySetActiveMods(std::vector<TModID> saveActiveMods, const std::map<TModID, CModVersion> & modList);
public:
std::shared_ptr<CContentHandler> content; //(!)Do not serialize FIXME: make private
/// 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();
/// returns ID of mod that provides selected file resource
TModID findResourceOrigin(const ResourcePath & name);
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std::string getModLanguage(const TModID & modId) const;
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std::set<TModID> getModDependencies(const TModID & modId, bool & isModFound) const;
/// returns list of all (active) mods
std::vector<std::string> getAllMods();
std::vector<std::string> getActiveMods();
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const CModInfo & getModInfo(const TModID & modId) const;
/// 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);
CModHandler();
virtual ~CModHandler();
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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)
{
CModVersion version = getModVersion(m);
h & version;
}
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}
else
{
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loadMods();
std::vector<TModID> saveActiveMods;
std::map<TModID, CModVersion> modVersions;
h & saveActiveMods;
for(const auto & m : saveActiveMods)
h & modVersions[m];
trySetActiveMods(saveActiveMods, modVersions);
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}
}
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};
VCMI_LIB_NAMESPACE_END