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vcmi/lib/entities/ResourceTypeHandler.cpp

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/*
* ResourceTypeHandler.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 "ResourceTypeHandler.h"
#include "../GameLibrary.h"
#include "../json/JsonNode.h"
#include "../texts/CGeneralTextHandler.h"
#include "../texts/TextIdentifier.h"
VCMI_LIB_NAMESPACE_BEGIN
std::string resources::ResourceType::getNameTextID() const
{
return TextIdentifier( "resourceType", modScope, identifier, "name" ).get();
}
std::string resources::ResourceType::getNameTranslated() const
{
return LIBRARY->generaltexth->translate(getNameTextID());
}
std::vector<JsonNode> ResourceTypeHandler::loadLegacyData()
{
objects.resize(8);
return std::vector<JsonNode>(8, JsonNode(JsonMap()));
}
std::shared_ptr<resources::ResourceType> ResourceTypeHandler::loadObjectImpl(std::string scope, std::string name, const JsonNode & data, size_t index)
{
auto ret = std::make_shared<resources::ResourceType>();
ret->id = GameResID(index);
ret->modScope = scope;
ret->identifier = name;
ret->price = data["price"].Integer();
LIBRARY->generaltexth->registerString(scope, ret->getNameTextID(), data["name"]);
return ret;
}
/// loads single object into game. Scope is namespace of this object, same as name of source mod
void ResourceTypeHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
{
objects.push_back(loadObjectImpl(scope, name, data, objects.size()));
registerObject(scope, "resourceType", name, objects.back()->getIndex());
}
void ResourceTypeHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
{
assert(objects[index] == nullptr); // ensure that this id was not loaded before
objects[index] = loadObjectImpl(scope, name, data, index);
registerObject(scope, "resourceType", name, objects[index]->getIndex());
}
std::vector<GameResID> ResourceTypeHandler::getAllObjects() const
{
std::vector<GameResID> result;
for (const auto & school : objects)
result.push_back(school->id);
return result;
}
VCMI_LIB_NAMESPACE_END