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vcmi/lib/CObjectConstructor.cpp

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#include "StdInc.h"
#include "CObjectConstructor.h"
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#include "CRandomGenerator.h"
#include "StringConstants.h"
#include "CCreatureHandler.h"
/*
* CObjectConstructor.cpp, 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
*
*/
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namespace {
si32 loadValue(const JsonNode & value, CRandomGenerator & rng, si32 defaultValue = 0)
{
if (value.isNull())
return defaultValue;
if (value.getType() == JsonNode::DATA_FLOAT)
return value.Float();
si32 min = value["min"].Float();
si32 max = value["max"].Float();
return rng.getIntRange(min, max)();
}
TResources loadResources(const JsonNode & value, CRandomGenerator & rng)
{
TResources ret;
for (size_t i=0; i<GameConstants::RESOURCE_QUANTITY; i++)
{
ret[i] = loadValue(value[GameConstants::RESOURCE_NAMES[i]], rng);
}
return ret;
}
std::vector<si32> loadPrimary(const JsonNode & value, CRandomGenerator & rng)
{
std::vector<si32> ret;
for (auto & name : PrimarySkill::names)
{
ret.push_back(loadValue(value[name], rng));
}
return ret;
}
std::map<SecondarySkill, si32> loadSecondary(const JsonNode & value, CRandomGenerator & rng)
{
std::map<SecondarySkill, si32> ret;
for (auto & pair : value.Struct())
{
SecondarySkill id(VLC->modh->identifiers.getIdentifier(pair.second.meta, "skill", pair.first).get());
ret[id] = loadValue(pair.second, rng);
}
return ret;
}
std::vector<ArtifactID> loadArtifacts(const JsonNode & value, CRandomGenerator & rng)
{
std::vector<ArtifactID> ret;
for (const JsonNode & entry : value.Vector())
{
ArtifactID art(VLC->modh->identifiers.getIdentifier("artifact", entry).get());
ret.push_back(art);
}
return ret;
}
std::vector<SpellID> loadSpells(const JsonNode & value, CRandomGenerator & rng)
{
std::vector<SpellID> ret;
for (const JsonNode & entry : value.Vector())
{
SpellID spell(VLC->modh->identifiers.getIdentifier("spell", entry).get());
ret.push_back(spell);
}
return ret;
}
std::vector<CStackBasicDescriptor> loadCreatures(const JsonNode & value, CRandomGenerator & rng)
{
std::vector<CStackBasicDescriptor> ret;
for (auto & pair : value.Struct())
{
CStackBasicDescriptor stack;
stack.type = VLC->creh->creatures[VLC->modh->identifiers.getIdentifier(pair.second.meta, "creature", pair.first).get()];
stack.count = loadValue(pair.second, rng);
ret.push_back(stack);
}
return ret;
}
std::vector<Bonus> loadBonuses(const JsonNode & value)
{
std::vector<Bonus> ret;
for (const JsonNode & entry : value.Vector())
{
Bonus * bonus = JsonUtils::parseBonus(entry);
ret.push_back(*bonus);
delete bonus;
}
return ret;
}
std::vector<Component> loadComponents(const JsonNode & value)
{
//TODO
}
MetaString loadMessage(const JsonNode & value)
{
MetaString ret;
if (value.getType() == JsonNode::DATA_FLOAT)
ret.addTxt(MetaString::ADVOB_TXT, value.Float());
else
ret << value.String();
return ret;
}
bool testForKey(const JsonNode & value, const std::string & key)
{
for( auto & reward : value["rewards"].Vector() )
{
if (!reward[key].isNull())
return true;
}
return false;
}
}
void CRandomRewardObjectInfo::init(const JsonNode & objectConfig)
{
parameters = objectConfig;
}
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void CRandomRewardObjectInfo::configureObject(CObjectWithReward * object, CRandomGenerator & rng) const
{
std::map<si32, si32> thrownDice;
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for (const JsonNode & reward : parameters["rewards"].Vector())
{
if (!reward["appearChance"].isNull())
{
JsonNode chance = reward["appearChance"];
si32 diceID = chance["dice"].Float();
if (thrownDice.count(diceID) == 0)
thrownDice[diceID] = rng.getIntRange(1, 100)();
if (!chance["min"].isNull())
{
int min = chance["min"].Float();
if (min > thrownDice[diceID])
continue;
}
if (!chance["max"].isNull())
{
int max = chance["max"].Float();
if (max < thrownDice[diceID])
continue;
}
}
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const JsonNode & limiter = reward["limiter"];
CVisitInfo info;
// load limiter
info.limiter.numOfGrants = loadValue(limiter["numOfGrants"], rng);
info.limiter.dayOfWeek = loadValue(limiter["dayOfWeek"], rng);
info.limiter.minLevel = loadValue(limiter["minLevel"], rng);
info.limiter.resources = loadResources(limiter["resources"], rng);
info.limiter.primary = loadPrimary(limiter["primary"], rng);
info.limiter.secondary = loadSecondary(limiter["secondary"], rng);
info.limiter.artifacts = loadArtifacts(limiter["artifacts"], rng);
info.limiter.creatures = loadCreatures(limiter["creatures"], rng);
info.reward.resources = loadResources(reward["resources"], rng);
info.reward.gainedExp = loadValue(reward["gainedExp"], rng);
info.reward.gainedLevels = loadValue(reward["gainedLevels"], rng);
info.reward.manaDiff = loadValue(reward["manaPoints"], rng);
info.reward.manaPercentage = loadValue(reward["manaPercentage"], rng, -1);
info.reward.movePoints = loadValue(reward["movePoints"], rng);
info.reward.movePercentage = loadValue(reward["movePercentage"], rng, -1);
info.reward.bonuses = loadBonuses(reward["bonuses"]);
info.reward.primary = loadPrimary(reward["primary"], rng);
info.reward.secondary = loadSecondary(reward["secondary"], rng);
info.reward.artifacts = loadArtifacts(reward["artifacts"], rng);
info.reward.spells = loadSpells(reward["spells"], rng);
info.reward.creatures = loadCreatures(reward["creatures"], rng);
info.message = loadMessage(reward["message"]);
info.selectChance = loadValue(reward["selectChance"], rng);
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}
object->onSelect = loadMessage(parameters["onSelectMessage"]);
object->onVisited = loadMessage(parameters["onVisitedMessage"]);
object->onEmpty = loadMessage(parameters["onEmptyMessage"]);
//TODO: visitMode and selectMode
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object->soundID = parameters["soundID"].Float();
object->resetDuration = parameters["resetDuration"].Float();
object->canRefuse =parameters["canRefuse"].Bool();
}
bool CRandomRewardObjectInfo::givesResources() const
{
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return testForKey(parameters, "resources");
}
bool CRandomRewardObjectInfo::givesExperience() const
{
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return testForKey(parameters, "gainedExp") || testForKey(parameters, "gainedLevels");
}
bool CRandomRewardObjectInfo::givesMana() const
{
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return testForKey(parameters, "manaPoints") || testForKey(parameters, "manaPercentage");
}
bool CRandomRewardObjectInfo::givesMovement() const
{
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return testForKey(parameters, "movePoints") || testForKey(parameters, "movePercentage");
}
bool CRandomRewardObjectInfo::givesPrimarySkills() const
{
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return testForKey(parameters, "primary");
}
bool CRandomRewardObjectInfo::givesSecondarySkills() const
{
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return testForKey(parameters, "secondary");
}
bool CRandomRewardObjectInfo::givesArtifacts() const
{
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return testForKey(parameters, "artifacts");
}
bool CRandomRewardObjectInfo::givesCreatures() const
{
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return testForKey(parameters, "spells");
}
bool CRandomRewardObjectInfo::givesSpells() const
{
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return testForKey(parameters, "creatures");
}
bool CRandomRewardObjectInfo::givesBonuses() const
{
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return testForKey(parameters, "bonuses");
}
CObjectWithRewardConstructor::CObjectWithRewardConstructor()
{
}
void CObjectWithRewardConstructor::init(const JsonNode & config)
{
AObjectTypeHandler::init(config);
objectInfo.init(config);
}
CGObjectInstance * CObjectWithRewardConstructor::create(ObjectTemplate tmpl) const
{
auto ret = new CObjectWithReward();
ret->appearance = tmpl;
return ret;
}
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void CObjectWithRewardConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
{
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objectInfo.configureObject(dynamic_cast<CObjectWithReward*>(object), rng);
}
const IObjectInfo * CObjectWithRewardConstructor::getObjectInfo(ObjectTemplate tmpl) const
{
return &objectInfo;
}