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vcmi/lib/mapObjectConstructors/CommonConstructors.cpp

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/*
* CommonConstructors.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
*
*/
#include "StdInc.h"
#include "CommonConstructors.h"
#include "../CCreatureHandler.h"
#include "../CGeneralTextHandler.h"
#include "../CHeroHandler.h"
#include "../CModHandler.h"
#include "../IGameCallback.h"
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#include "../StringConstants.h"
#include "../TerrainHandler.h"
#include "../mapObjects/CBank.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/CGTownInstance.h"
#include "../mapObjects/ObjectTemplate.h"
#include "../mapping/CMapDefines.h"
#include "../JsonRandom.h"
VCMI_LIB_NAMESPACE_BEGIN
bool CObstacleConstructor::isStaticObject()
{
return true;
}
void CTownInstanceConstructor::initTypeData(const JsonNode & input)
{
VLC->modh->identifiers.requestIdentifier("faction", input["faction"], [&](si32 index)
{
faction = (*VLC->townh)[index];
});
filtersJson = input["filters"];
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// change scope of "filters" to scope of object that is being loaded
// since this filters require to resolve building ID's
filtersJson.setMeta(input["faction"].meta);
}
void CTownInstanceConstructor::afterLoadFinalization()
{
assert(faction);
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for(const auto & entry : filtersJson.Struct())
{
filters[entry.first] = LogicalExpression<BuildingID>(entry.second, [this](const JsonNode & node)
{
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return BuildingID(VLC->modh->identifiers.getIdentifier("building." + faction->getJsonKey(), node.Vector()[0]).value());
});
}
}
bool CTownInstanceConstructor::objectFilter(const CGObjectInstance * object, std::shared_ptr<const ObjectTemplate> templ) const
{
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const auto * town = dynamic_cast<const CGTownInstance *>(object);
auto buildTest = [&](const BuildingID & id)
{
return town->hasBuilt(id);
};
return filters.count(templ->stringID) != 0 && filters.at(templ->stringID).test(buildTest);
}
CGObjectInstance * CTownInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
{
CGTownInstance * obj = createTyped(tmpl);
obj->town = faction->town;
obj->tempOwner = PlayerColor::NEUTRAL;
return obj;
}
void CTownInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
{
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auto templ = getOverride(CGObjectInstance::cb->getTile(object->pos)->terType->getId(), object);
if(templ)
object->appearance = templ;
}
void CHeroInstanceConstructor::initTypeData(const JsonNode & input)
{
VLC->modh->identifiers.requestIdentifier(
"heroClass",
input["heroClass"],
[&](si32 index) { heroClass = VLC->heroh->classes[index]; });
filtersJson = input["filters"];
}
void CHeroInstanceConstructor::afterLoadFinalization()
{
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for(const auto & entry : filtersJson.Struct())
{
filters[entry.first] = LogicalExpression<HeroTypeID>(entry.second, [](const JsonNode & node)
{
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return HeroTypeID(VLC->modh->identifiers.getIdentifier("hero", node.Vector()[0]).value());
});
}
}
bool CHeroInstanceConstructor::objectFilter(const CGObjectInstance * object, std::shared_ptr<const ObjectTemplate> templ) const
{
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const auto * hero = dynamic_cast<const CGHeroInstance *>(object);
auto heroTest = [&](const HeroTypeID & id)
{
return hero->type->getId() == id;
};
if(filters.count(templ->stringID))
{
return filters.at(templ->stringID).test(heroTest);
}
return false;
}
CGObjectInstance * CHeroInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
{
CGHeroInstance * obj = createTyped(tmpl);
obj->type = nullptr; //FIXME: set to valid value. somehow.
return obj;
}
void CHeroInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
{
}
bool CDwellingInstanceConstructor::hasNameTextID() const
{
return true;
}
void CDwellingInstanceConstructor::initTypeData(const JsonNode & input)
{
if (input.Struct().count("name") == 0)
logMod->warn("Dwelling %s missing name!", getJsonKey());
VLC->generaltexth->registerString( input.meta, getNameTextID(), input["name"].String());
const JsonVector & levels = input["creatures"].Vector();
const auto totalLevels = levels.size();
availableCreatures.resize(totalLevels);
for(auto currentLevel = 0; currentLevel < totalLevels; currentLevel++)
{
const JsonVector & creaturesOnLevel = levels[currentLevel].Vector();
const auto creaturesNumber = creaturesOnLevel.size();
availableCreatures[currentLevel].resize(creaturesNumber);
for(auto currentCreature = 0; currentCreature < creaturesNumber; currentCreature++)
{
VLC->modh->identifiers.requestIdentifier("creature", creaturesOnLevel[currentCreature], [=] (si32 index)
{
availableCreatures[currentLevel][currentCreature] = VLC->creh->objects[index];
});
}
assert(!availableCreatures[currentLevel].empty());
}
guards = input["guards"];
}
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bool CDwellingInstanceConstructor::objectFilter(const CGObjectInstance * obj, std::shared_ptr<const ObjectTemplate> tmpl) const
{
return false;
}
CGObjectInstance * CDwellingInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
{
CGDwelling * obj = createTyped(tmpl);
obj->creatures.resize(availableCreatures.size());
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for(const auto & entry : availableCreatures)
{
for(const CCreature * cre : entry)
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obj->creatures.back().second.push_back(cre->getId());
}
return obj;
}
void CDwellingInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator &rng) const
{
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auto * dwelling = dynamic_cast<CGDwelling *>(object);
dwelling->creatures.clear();
dwelling->creatures.reserve(availableCreatures.size());
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for(const auto & entry : availableCreatures)
{
dwelling->creatures.resize(dwelling->creatures.size() + 1);
for(const CCreature * cre : entry)
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dwelling->creatures.back().second.push_back(cre->getId());
}
bool guarded = false; //TODO: serialize for sanity
if(guards.getType() == JsonNode::JsonType::DATA_BOOL) //simple switch
{
if(guards.Bool())
{
guarded = true;
}
}
else if(guards.getType() == JsonNode::JsonType::DATA_VECTOR) //custom guards (eg. Elemental Conflux)
{
for(auto & stack : JsonRandom::loadCreatures(guards, rng))
{
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dwelling->putStack(SlotID(dwelling->stacksCount()), new CStackInstance(stack.type->getId(), stack.count));
}
}
else //default condition - creatures are of level 5 or higher
{
for(auto creatureEntry : availableCreatures)
{
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if(creatureEntry.at(0)->getLevel() >= 5)
{
guarded = true;
break;
}
}
}
if(guarded)
{
for(auto creatureEntry : availableCreatures)
{
const CCreature * crea = creatureEntry.at(0);
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dwelling->putStack(SlotID(dwelling->stacksCount()), new CStackInstance(crea->getId(), crea->getGrowth() * 3));
}
}
}
bool CDwellingInstanceConstructor::producesCreature(const CCreature * crea) const
{
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for(const auto & entry : availableCreatures)
{
for(const CCreature * cre : entry)
if(crea == cre)
return true;
}
return false;
}
std::vector<const CCreature *> CDwellingInstanceConstructor::getProducedCreatures() const
{
std::vector<const CCreature *> creatures; //no idea why it's 2D, to be honest
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for(const auto & entry : availableCreatures)
{
for(const CCreature * cre : entry)
creatures.push_back(cre);
}
return creatures;
}
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void BoatInstanceConstructor::initTypeData(const JsonNode & input)
{
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layer = EPathfindingLayer::SAIL;
int pos = vstd::find_pos(NPathfindingLayer::names, input["layer"].String());
if(pos != -1)
layer = EPathfindingLayer(pos);
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onboardAssaultAllowed = input["onboardAssaultAllowed"].Bool();
onboardVisitAllowed = input["onboardVisitAllowed"].Bool();
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actualAnimation = input["actualAnimation"].String();
overlayAnimation = input["overlayAnimation"].String();
for(int i = 0; i < flagAnimations.size() && i < input["flagAnimations"].Vector().size(); ++i)
flagAnimations[i] = input["flagAnimations"].Vector()[i].String();
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bonuses = JsonRandom::loadBonuses(input["bonuses"]);
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}
CGObjectInstance * BoatInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
{
CGBoat * boat = createTyped(tmpl);
boat->layer = layer;
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boat->actualAnimation = actualAnimation;
boat->overlayAnimation = overlayAnimation;
boat->flagAnimations = flagAnimations;
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boat->onboardAssaultAllowed = onboardAssaultAllowed;
boat->onboardVisitAllowed = onboardVisitAllowed;
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for(auto & b : bonuses)
boat->addNewBonus(std::make_shared<Bonus>(b));
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return boat;
}
std::string BoatInstanceConstructor::getBoatAnimationName() const
{
return actualAnimation;
}
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void BoatInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
{
}
void BoatInstanceConstructor::afterLoadFinalization()
{
if (layer == EPathfindingLayer::SAIL)
{
if (getTemplates(TerrainId(ETerrainId::WATER)).empty())
logMod->warn("Boat of type %s has no templates suitable for water!", getJsonKey());
}
}
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void MarketInstanceConstructor::initTypeData(const JsonNode & input)
{
for(auto & element : input["modes"].Vector())
{
if(MappedKeys::MARKET_NAMES_TO_TYPES.count(element.String()))
marketModes.insert(MappedKeys::MARKET_NAMES_TO_TYPES.at(element.String()));
}
marketEfficiency = input["efficiency"].isNull() ? 5 : input["efficiency"].Integer();
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predefinedOffer = input["offer"];
title = input["title"].String();
speech = input["speech"].String();
}
CGObjectInstance * MarketInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
{
CGMarket * market = nullptr;
if(marketModes.size() == 1)
{
switch(*marketModes.begin())
{
case EMarketMode::ARTIFACT_RESOURCE:
case EMarketMode::RESOURCE_ARTIFACT:
market = new CGBlackMarket;
break;
case EMarketMode::RESOURCE_SKILL:
market = new CGUniversity;
break;
}
}
if(!market)
market = new CGMarket;
preInitObject(market);
if(tmpl)
market->appearance = tmpl;
market->marketModes = marketModes;
market->marketEfficiency = marketEfficiency;
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market->title = market->getObjectName();
if(!title.empty())
market->title = VLC->generaltexth->translate(title);
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if (!speech.empty())
market->speech = VLC->generaltexth->translate(speech);
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return market;
}
void MarketInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
{
if(auto * university = dynamic_cast<CGUniversity *>(object))
{
for(auto skill : JsonRandom::loadSecondary(predefinedOffer, rng))
university->skills.push_back(skill.first.getNum());
}
}
VCMI_LIB_NAMESPACE_END