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vcmi/lib/mapObjectConstructors/CBankInstanceConstructor.h

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/*
* CBankInstanceConstructor.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 "CDefaultObjectTypeHandler.h"
#include "IObjectInfo.h"
#include "../CCreatureSet.h"
#include "../ResourceSet.h"
#include "../mapObjects/CBank.h"
VCMI_LIB_NAMESPACE_BEGIN
struct BankConfig
{
ui32 value = 0; //overall value of given things
ui32 chance = 0; //chance for this level being chosen
ui32 upgradeChance = 0; //chance for creatures to be in upgraded versions
ui32 combatValue = 0; //how hard are guards of this level
std::vector<CStackBasicDescriptor> guards; //creature ID, amount
ResourceSet resources; //resources given in case of victory
std::vector<CStackBasicDescriptor> creatures; //creatures granted in case of victory (creature ID, amount)
std::vector<ArtifactID> artifacts; //artifacts given in case of victory
std::vector<SpellID> spells; // granted spell(s), for Pyramid
template <typename Handler> void serialize(Handler &h, const int version)
{
h & chance;
h & upgradeChance;
h & guards;
h & combatValue;
h & resources;
h & creatures;
h & artifacts;
h & value;
h & spells;
}
};
using TPossibleGuards = std::vector<std::pair<ui8, IObjectInfo::CArmyStructure>>;
template <typename T>
struct DLL_LINKAGE PossibleReward
{
int chance;
T data;
PossibleReward(int chance, const T & data) : chance(chance), data(data) {}
};
class DLL_LINKAGE CBankInfo : public IObjectInfo
{
const JsonVector & config;
public:
CBankInfo(const JsonVector & Config);
TPossibleGuards getPossibleGuards() const;
std::vector<PossibleReward<TResources>> getPossibleResourcesReward() const;
std::vector<PossibleReward<CStackBasicDescriptor>> getPossibleCreaturesReward() const;
// These functions should try to evaluate minimal possible/max possible guards to give provide information on possible thread to AI
CArmyStructure minGuards() const override;
CArmyStructure maxGuards() const override;
bool givesResources() const override;
bool givesArtifacts() const override;
bool givesCreatures() const override;
bool givesSpells() const override;
};
class CBankInstanceConstructor : public CDefaultObjectTypeHandler<CBank>
{
BankConfig generateConfig(const JsonNode & conf, CRandomGenerator & rng) const;
JsonVector levels;
// all banks of this type will be reset N days after clearing,
si32 bankResetDuration = 0;
// bank is only visitable from adjacent tile
bool blockVisit;
// bank is visitable from land even when bank is on water tile
bool coastVisitable;
protected:
void initTypeData(const JsonNode & input) override;
public:
void randomizeObject(CBank * object, CRandomGenerator & rng) const override;
bool hasNameTextID() const override;
std::unique_ptr<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & levels;
h & bankResetDuration;
h & blockVisit;
h & coastVisitable;
h & static_cast<CDefaultObjectTypeHandler<CBank>&>(*this);
}
};
VCMI_LIB_NAMESPACE_END