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/*
* CTownHandler . 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 "CTownHandler.h"
# include "VCMI_Lib.h"
# include "CGeneralTextHandler.h"
# include "constants/StringConstants.h"
# include "CCreatureHandler.h"
# include "CHeroHandler.h"
# include "CArtHandler.h"
# include "GameSettings.h"
# include "TerrainHandler.h"
# include "spells/CSpellHandler.h"
# include "filesystem/Filesystem.h"
# include "bonuses/Bonus.h"
# include "bonuses/Propagators.h"
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# include "json/JsonBonus.h"
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# include "ResourceSet.h"
# include "mapObjectConstructors/AObjectTypeHandler.h"
# include "mapObjectConstructors/CObjectClassesHandler.h"
# include "modding/IdentifierStorage.h"
# include "modding/ModScope.h"
VCMI_LIB_NAMESPACE_BEGIN
const int NAMES_PER_TOWN = 16 ; // number of town names per faction in H3 files. Json can define any number
const std : : map < std : : string , CBuilding : : EBuildMode > CBuilding : : MODES =
{
{ " normal " , CBuilding : : BUILD_NORMAL } ,
{ " auto " , CBuilding : : BUILD_AUTO } ,
{ " special " , CBuilding : : BUILD_SPECIAL } ,
{ " grail " , CBuilding : : BUILD_GRAIL }
} ;
const std : : map < std : : string , CBuilding : : ETowerHeight > CBuilding : : TOWER_TYPES =
{
{ " low " , CBuilding : : HEIGHT_LOW } ,
{ " average " , CBuilding : : HEIGHT_AVERAGE } ,
{ " high " , CBuilding : : HEIGHT_HIGH } ,
{ " skyship " , CBuilding : : HEIGHT_SKYSHIP }
} ;
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BuildingTypeUniqueID : : BuildingTypeUniqueID ( FactionID factionID , BuildingID buildingID ) :
BuildingTypeUniqueID ( factionID . getNum ( ) * 0x10000 + buildingID . getNum ( ) )
{
assert ( factionID . getNum ( ) > = 0 ) ;
assert ( factionID . getNum ( ) < 0x10000 ) ;
assert ( buildingID . getNum ( ) > = 0 ) ;
assert ( buildingID . getNum ( ) < 0x10000 ) ;
}
BuildingID BuildingTypeUniqueID : : getBuilding ( ) const
{
return BuildingID ( getNum ( ) % 0x10000 ) ;
}
FactionID BuildingTypeUniqueID : : getFaction ( ) const
{
return FactionID ( getNum ( ) / 0x10000 ) ;
}
const BuildingTypeUniqueID CBuilding : : getUniqueTypeID ( ) const
{
return BuildingTypeUniqueID ( town - > faction - > getId ( ) , bid ) ;
}
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std : : string CBuilding : : getJsonKey ( ) const
{
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return modScope + ' : ' + identifier ;
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}
std : : string CBuilding : : getNameTranslated ( ) const
{
return VLC - > generaltexth - > translate ( getNameTextID ( ) ) ;
}
std : : string CBuilding : : getDescriptionTranslated ( ) const
{
return VLC - > generaltexth - > translate ( getDescriptionTextID ( ) ) ;
}
std : : string CBuilding : : getBaseTextID ( ) const
{
return TextIdentifier ( " building " , modScope , town - > faction - > identifier , identifier ) . get ( ) ;
}
std : : string CBuilding : : getNameTextID ( ) const
{
return TextIdentifier ( getBaseTextID ( ) , " name " ) . get ( ) ;
}
std : : string CBuilding : : getDescriptionTextID ( ) const
{
return TextIdentifier ( getBaseTextID ( ) , " description " ) . get ( ) ;
}
BuildingID CBuilding : : getBase ( ) const
{
const CBuilding * build = this ;
while ( build - > upgrade ! = BuildingID : : NONE )
{
build = build - > town - > buildings . at ( build - > upgrade ) ;
}
return build - > bid ;
}
si32 CBuilding : : getDistance ( const BuildingID & buildID ) const
{
const CBuilding * build = town - > buildings . at ( buildID ) ;
int distance = 0 ;
while ( build - > upgrade ! = BuildingID : : NONE & & build ! = this )
{
build = build - > town - > buildings . at ( build - > upgrade ) ;
distance + + ;
}
if ( build = = this )
return distance ;
return - 1 ;
}
void CBuilding : : addNewBonus ( const std : : shared_ptr < Bonus > & b , BonusList & bonusList ) const
{
bonusList . push_back ( b ) ;
}
CFaction : : ~ CFaction ( )
{
if ( town )
{
delete town ;
town = nullptr ;
}
}
int32_t CFaction : : getIndex ( ) const
{
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return index . getNum ( ) ;
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}
int32_t CFaction : : getIconIndex ( ) const
{
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return index . getNum ( ) ; //???
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}
std : : string CFaction : : getJsonKey ( ) const
{
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return modScope + ' : ' + identifier ;
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}
void CFaction : : registerIcons ( const IconRegistar & cb ) const
{
if ( town )
{
auto & info = town - > clientInfo ;
cb ( info . icons [ 0 ] [ 0 ] , 0 , " ITPT " , info . iconLarge [ 0 ] [ 0 ] ) ;
cb ( info . icons [ 0 ] [ 1 ] , 0 , " ITPT " , info . iconLarge [ 0 ] [ 1 ] ) ;
cb ( info . icons [ 1 ] [ 0 ] , 0 , " ITPT " , info . iconLarge [ 1 ] [ 0 ] ) ;
cb ( info . icons [ 1 ] [ 1 ] , 0 , " ITPT " , info . iconLarge [ 1 ] [ 1 ] ) ;
cb ( info . icons [ 0 ] [ 0 ] + 2 , 0 , " ITPA " , info . iconSmall [ 0 ] [ 0 ] ) ;
cb ( info . icons [ 0 ] [ 1 ] + 2 , 0 , " ITPA " , info . iconSmall [ 0 ] [ 1 ] ) ;
cb ( info . icons [ 1 ] [ 0 ] + 2 , 0 , " ITPA " , info . iconSmall [ 1 ] [ 0 ] ) ;
cb ( info . icons [ 1 ] [ 1 ] + 2 , 0 , " ITPA " , info . iconSmall [ 1 ] [ 1 ] ) ;
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cb ( index . getNum ( ) , 1 , " CPRSMALL " , info . towerIconSmall ) ;
cb ( index . getNum ( ) , 1 , " TWCRPORT " , info . towerIconLarge ) ;
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}
}
std : : string CFaction : : getNameTranslated ( ) const
{
return VLC - > generaltexth - > translate ( getNameTextID ( ) ) ;
}
std : : string CFaction : : getNameTextID ( ) const
{
return TextIdentifier ( " faction " , modScope , identifier , " name " ) . get ( ) ;
}
FactionID CFaction : : getId ( ) const
{
return FactionID ( index ) ;
}
FactionID CFaction : : getFaction ( ) const
{
return FactionID ( index ) ;
}
bool CFaction : : hasTown ( ) const
{
return town ! = nullptr ;
}
EAlignment CFaction : : getAlignment ( ) const
{
return alignment ;
}
BoatId CFaction : : getBoatType ( ) const
{
return boatType ;
}
TerrainId CFaction : : getNativeTerrain ( ) const
{
return nativeTerrain ;
}
void CFaction : : updateFrom ( const JsonNode & data )
{
}
void CFaction : : serializeJson ( JsonSerializeFormat & handler )
{
}
CTown : : CTown ( )
: faction ( nullptr ) , mageLevel ( 0 ) , primaryRes ( 0 ) , moatAbility ( SpellID : : NONE ) , defaultTavernChance ( 0 )
{
}
CTown : : ~ CTown ( )
{
for ( auto & build : buildings )
build . second . dellNull ( ) ;
for ( auto & str : clientInfo . structures )
str . dellNull ( ) ;
}
std : : string CTown : : getRandomNameTranslated ( size_t index ) const
{
return VLC - > generaltexth - > translate ( getRandomNameTextID ( index ) ) ;
}
std : : string CTown : : getRandomNameTextID ( size_t index ) const
{
return TextIdentifier ( " faction " , faction - > modScope , faction - > identifier , " randomName " , index ) . get ( ) ;
}
size_t CTown : : getRandomNamesCount ( ) const
{
return namesCount ;
}
std : : string CTown : : getBuildingScope ( ) const
{
if ( faction = = nullptr )
//no faction == random faction
return " building " ;
else
return " building. " + faction - > getJsonKey ( ) ;
}
std : : set < si32 > CTown : : getAllBuildings ( ) const
{
std : : set < si32 > res ;
for ( const auto & b : buildings )
{
res . insert ( b . first . num ) ;
}
return res ;
}
const CBuilding * CTown : : getSpecialBuilding ( BuildingSubID : : EBuildingSubID subID ) const
{
for ( const auto & kvp : buildings )
{
if ( kvp . second - > subId = = subID )
return buildings . at ( kvp . first ) ;
}
return nullptr ;
}
BuildingID CTown : : getBuildingType ( BuildingSubID : : EBuildingSubID subID ) const
{
const auto * building = getSpecialBuilding ( subID ) ;
return building = = nullptr ? BuildingID : : NONE : building - > bid . num ;
}
std : : string CTown : : getGreeting ( BuildingSubID : : EBuildingSubID subID ) const
{
return CTownHandler : : getMappedValue < const std : : string , BuildingSubID : : EBuildingSubID > ( subID , std : : string ( ) , specialMessages , false ) ;
}
void CTown : : setGreeting ( BuildingSubID : : EBuildingSubID subID , const std : : string & message ) const
{
specialMessages . insert ( std : : pair < BuildingSubID : : EBuildingSubID , const std : : string > ( subID , message ) ) ;
}
CTownHandler : : CTownHandler ( ) :
randomTown ( new CTown ( ) ) ,
randomFaction ( new CFaction ( ) )
{
randomFaction - > town = randomTown ;
randomTown - > faction = randomFaction ;
randomFaction - > identifier = " random " ;
randomFaction - > modScope = " core " ;
}
CTownHandler : : ~ CTownHandler ( )
{
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delete randomFaction ; // will also delete randomTown
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}
JsonNode readBuilding ( CLegacyConfigParser & parser )
{
JsonNode ret ;
JsonNode & cost = ret [ " cost " ] ;
//note: this code will try to parse mithril as well but wil always return 0 for it
for ( const std : : string & resID : GameConstants : : RESOURCE_NAMES )
cost [ resID ] . Float ( ) = parser . readNumber ( ) ;
cost . Struct ( ) . erase ( " mithril " ) ; // erase mithril to avoid confusing validator
parser . endLine ( ) ;
return ret ;
}
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const TPropagatorPtr & CTownHandler : : emptyPropagator ( )
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{
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static const TPropagatorPtr emptyProp ( nullptr ) ;
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return emptyProp ;
}
std : : vector < JsonNode > CTownHandler : : loadLegacyData ( )
{
size_t dataSize = VLC - > settings ( ) - > getInteger ( EGameSettings : : TEXTS_FACTION ) ;
std : : vector < JsonNode > dest ( dataSize ) ;
objects . resize ( dataSize ) ;
auto getBuild = [ & ] ( size_t town , size_t building ) - > JsonNode &
{
return dest [ town ] [ " town " ] [ " buildings " ] [ EBuildingType : : names [ building ] ] ;
} ;
CLegacyConfigParser parser ( TextPath : : builtin ( " DATA/BUILDING.TXT " ) ) ;
parser . endLine ( ) ; // header
parser . endLine ( ) ;
//Unique buildings
for ( size_t town = 0 ; town < dataSize ; town + + )
{
parser . endLine ( ) ; //header
parser . endLine ( ) ;
int buildID = 17 ;
do
{
getBuild ( town , buildID ) = readBuilding ( parser ) ;
buildID + + ;
}
while ( ! parser . isNextEntryEmpty ( ) ) ;
}
// Common buildings
parser . endLine ( ) ; // header
parser . endLine ( ) ;
parser . endLine ( ) ;
int buildID = 0 ;
do
{
JsonNode building = readBuilding ( parser ) ;
for ( size_t town = 0 ; town < dataSize ; town + + )
getBuild ( town , buildID ) = building ;
buildID + + ;
}
while ( ! parser . isNextEntryEmpty ( ) ) ;
parser . endLine ( ) ; //header
parser . endLine ( ) ;
//Dwellings
for ( size_t town = 0 ; town < dataSize ; town + + )
{
parser . endLine ( ) ; //header
parser . endLine ( ) ;
for ( size_t i = 0 ; i < 14 ; i + + )
{
getBuild ( town , 30 + i ) = readBuilding ( parser ) ;
}
}
{
CLegacyConfigParser parser ( TextPath : : builtin ( " DATA/BLDGNEUT.TXT " ) ) ;
for ( int building = 0 ; building < 15 ; building + + )
{
std : : string name = parser . readString ( ) ;
std : : string descr = parser . readString ( ) ;
parser . endLine ( ) ;
for ( int j = 0 ; j < dataSize ; j + + )
{
getBuild ( j , building ) [ " name " ] . String ( ) = name ;
getBuild ( j , building ) [ " description " ] . String ( ) = descr ;
}
}
parser . endLine ( ) ; // silo
parser . endLine ( ) ; // blacksmith //unused entries
parser . endLine ( ) ; // moat
//shipyard with the ship
std : : string name = parser . readString ( ) ;
std : : string descr = parser . readString ( ) ;
parser . endLine ( ) ;
for ( int town = 0 ; town < dataSize ; town + + )
{
getBuild ( town , 20 ) [ " name " ] . String ( ) = name ;
getBuild ( town , 20 ) [ " description " ] . String ( ) = descr ;
}
//blacksmith
for ( int town = 0 ; town < dataSize ; town + + )
{
getBuild ( town , 16 ) [ " name " ] . String ( ) = parser . readString ( ) ;
getBuild ( town , 16 ) [ " description " ] . String ( ) = parser . readString ( ) ;
parser . endLine ( ) ;
}
}
{
CLegacyConfigParser parser ( TextPath : : builtin ( " DATA/BLDGSPEC.TXT " ) ) ;
for ( int town = 0 ; town < dataSize ; town + + )
{
for ( int build = 0 ; build < 9 ; build + + )
{
getBuild ( town , 17 + build ) [ " name " ] . String ( ) = parser . readString ( ) ;
getBuild ( town , 17 + build ) [ " description " ] . String ( ) = parser . readString ( ) ;
parser . endLine ( ) ;
}
getBuild ( town , 26 ) [ " name " ] . String ( ) = parser . readString ( ) ; // Grail
getBuild ( town , 26 ) [ " description " ] . String ( ) = parser . readString ( ) ;
parser . endLine ( ) ;
getBuild ( town , 15 ) [ " name " ] . String ( ) = parser . readString ( ) ; // Resource silo
getBuild ( town , 15 ) [ " description " ] . String ( ) = parser . readString ( ) ;
parser . endLine ( ) ;
}
}
{
CLegacyConfigParser parser ( TextPath : : builtin ( " DATA/DWELLING.TXT " ) ) ;
for ( int town = 0 ; town < dataSize ; town + + )
{
for ( int build = 0 ; build < 14 ; build + + )
{
getBuild ( town , 30 + build ) [ " name " ] . String ( ) = parser . readString ( ) ;
getBuild ( town , 30 + build ) [ " description " ] . String ( ) = parser . readString ( ) ;
parser . endLine ( ) ;
}
}
}
{
CLegacyConfigParser typeParser ( TextPath : : builtin ( " DATA/TOWNTYPE.TXT " ) ) ;
CLegacyConfigParser nameParser ( TextPath : : builtin ( " DATA/TOWNNAME.TXT " ) ) ;
size_t townID = 0 ;
do
{
dest [ townID ] [ " name " ] . String ( ) = typeParser . readString ( ) ;
for ( int i = 0 ; i < NAMES_PER_TOWN ; i + + )
{
JsonNode name ;
name . String ( ) = nameParser . readString ( ) ;
dest [ townID ] [ " town " ] [ " names " ] . Vector ( ) . push_back ( name ) ;
nameParser . endLine ( ) ;
}
townID + + ;
}
while ( typeParser . endLine ( ) ) ;
}
return dest ;
}
void CTownHandler : : loadBuildingRequirements ( CBuilding * building , const JsonNode & source , std : : vector < BuildingRequirementsHelper > & bidsToLoad ) const
{
if ( source . isNull ( ) )
return ;
BuildingRequirementsHelper hlp ;
hlp . building = building ;
hlp . town = building - > town ;
hlp . json = source ;
bidsToLoad . push_back ( hlp ) ;
}
template < typename R , typename K >
R CTownHandler : : getMappedValue ( const K key , const R defval , const std : : map < K , R > & map , bool required )
{
auto it = map . find ( key ) ;
if ( it ! = map . end ( ) )
return it - > second ;
if ( required )
logMod - > warn ( " Warning: Property: '%s' is unknown. Correct the typo or update VCMI. " , key ) ;
return defval ;
}
template < typename R >
R CTownHandler : : getMappedValue ( const JsonNode & node , const R defval , const std : : map < std : : string , R > & map , bool required )
{
if ( ! node . isNull ( ) & & node . getType ( ) = = JsonNode : : JsonType : : DATA_STRING )
return getMappedValue < R , std : : string > ( node . String ( ) , defval , map , required ) ;
return defval ;
}
void CTownHandler : : addBonusesForVanilaBuilding ( CBuilding * building ) const
{
std : : shared_ptr < Bonus > b ;
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static const TPropagatorPtr playerPropagator = std : : make_shared < CPropagatorNodeType > ( CBonusSystemNode : : ENodeTypes : : PLAYER ) ;
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if ( building - > bid = = BuildingID : : TAVERN )
{
b = createBonus ( building , BonusType : : MORALE , + 1 ) ;
}
switch ( building - > subId )
{
case BuildingSubID : : BROTHERHOOD_OF_SWORD :
b = createBonus ( building , BonusType : : MORALE , + 2 ) ;
building - > overrideBids . insert ( BuildingID : : TAVERN ) ;
break ;
case BuildingSubID : : FOUNTAIN_OF_FORTUNE :
b = createBonus ( building , BonusType : : LUCK , + 2 ) ;
break ;
case BuildingSubID : : SPELL_POWER_GARRISON_BONUS :
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b = createBonus ( building , BonusType : : PRIMARY_SKILL , + 2 , BonusSubtypeID ( PrimarySkill : : SPELL_POWER ) ) ;
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break ;
case BuildingSubID : : ATTACK_GARRISON_BONUS :
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b = createBonus ( building , BonusType : : PRIMARY_SKILL , + 2 , BonusSubtypeID ( PrimarySkill : : ATTACK ) ) ;
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break ;
case BuildingSubID : : DEFENSE_GARRISON_BONUS :
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b = createBonus ( building , BonusType : : PRIMARY_SKILL , + 2 , BonusSubtypeID ( PrimarySkill : : DEFENSE ) ) ;
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break ;
case BuildingSubID : : LIGHTHOUSE :
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b = createBonus ( building , BonusType : : MOVEMENT , + 500 , BonusCustomSubtype : : heroMovementSea , playerPropagator ) ;
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break ;
}
if ( b )
building - > addNewBonus ( b , building - > buildingBonuses ) ;
}
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std : : shared_ptr < Bonus > CTownHandler : : createBonus ( CBuilding * build , BonusType type , int val ) const
{
return createBonus ( build , type , val , BonusSubtypeID ( ) , emptyPropagator ( ) ) ;
}
std : : shared_ptr < Bonus > CTownHandler : : createBonus ( CBuilding * build , BonusType type , int val , BonusSubtypeID subtype ) const
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{
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return createBonus ( build , type , val , subtype , emptyPropagator ( ) ) ;
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}
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std : : shared_ptr < Bonus > CTownHandler : : createBonus ( CBuilding * build , BonusType type , int val , BonusSubtypeID subtype , const TPropagatorPtr & prop ) const
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{
std : : ostringstream descr ;
descr < < build - > getNameTranslated ( ) ;
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return createBonusImpl ( build - > bid , build - > town - > faction - > getId ( ) , type , val , prop , descr . str ( ) , subtype ) ;
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}
std : : shared_ptr < Bonus > CTownHandler : : createBonusImpl ( const BuildingID & building ,
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const FactionID & faction ,
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BonusType type ,
int val ,
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const TPropagatorPtr & prop ,
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const std : : string & description ,
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BonusSubtypeID subtype ) const
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{
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auto b = std : : make_shared < Bonus > ( BonusDuration : : PERMANENT , type , BonusSource : : TOWN_STRUCTURE , val , BuildingTypeUniqueID ( faction , building ) , subtype , description ) ;
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if ( prop )
b - > addPropagator ( prop ) ;
return b ;
}
void CTownHandler : : loadSpecialBuildingBonuses ( const JsonNode & source , BonusList & bonusList , CBuilding * building )
{
for ( const auto & b : source . Vector ( ) )
{
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auto bonus = JsonUtils : : parseBuildingBonus ( b , building - > town - > faction - > getId ( ) , building - > bid , building - > getNameTranslated ( ) ) ;
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if ( bonus = = nullptr )
continue ;
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bonus - > sid = BonusSourceID ( building - > getUniqueTypeID ( ) ) ;
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//JsonUtils::parseBuildingBonus produces UNKNOWN type propagator instead of empty.
if ( bonus - > propagator ! = nullptr
& & bonus - > propagator - > getPropagatorType ( ) = = CBonusSystemNode : : ENodeTypes : : UNKNOWN )
bonus - > addPropagator ( emptyPropagator ( ) ) ;
building - > addNewBonus ( bonus , bonusList ) ;
}
}
void CTownHandler : : loadBuilding ( CTown * town , const std : : string & stringID , const JsonNode & source )
{
assert ( stringID . find ( ' : ' ) = = std : : string : : npos ) ;
assert ( ! source . meta . empty ( ) ) ;
auto * ret = new CBuilding ( ) ;
ret - > bid = getMappedValue < BuildingID , std : : string > ( stringID , BuildingID : : NONE , MappedKeys : : BUILDING_NAMES_TO_TYPES , false ) ;
ret - > subId = BuildingSubID : : NONE ;
if ( ret - > bid = = BuildingID : : NONE & & ! source [ " id " ] . isNull ( ) )
{
// FIXME: A lot of false-positives with no clear way to handle them in mods
//logMod->warn("Building %s: id field is deprecated", stringID);
ret - > bid = source [ " id " ] . isNull ( ) ? BuildingID ( BuildingID : : NONE ) : BuildingID ( source [ " id " ] . Float ( ) ) ;
}
if ( ret - > bid = = BuildingID : : NONE )
logMod - > error ( " Building '%s' isn't recognized and won't work properly. Correct the typo or update VCMI. " , stringID ) ;
ret - > mode = ret - > bid = = BuildingID : : GRAIL
? CBuilding : : BUILD_GRAIL
: getMappedValue < CBuilding : : EBuildMode > ( source [ " mode " ] , CBuilding : : BUILD_NORMAL , CBuilding : : MODES ) ;
ret - > height = getMappedValue < CBuilding : : ETowerHeight > ( source [ " height " ] , CBuilding : : HEIGHT_NO_TOWER , CBuilding : : TOWER_TYPES ) ;
ret - > identifier = stringID ;
ret - > modScope = source . meta ;
ret - > town = town ;
VLC - > generaltexth - > registerString ( source . meta , ret - > getNameTextID ( ) , source [ " name " ] . String ( ) ) ;
VLC - > generaltexth - > registerString ( source . meta , ret - > getDescriptionTextID ( ) , source [ " description " ] . String ( ) ) ;
ret - > resources = TResources ( source [ " cost " ] ) ;
ret - > produce = TResources ( source [ " produce " ] ) ;
if ( ret - > bid = = BuildingID : : TAVERN )
addBonusesForVanilaBuilding ( ret ) ;
else if ( ret - > bid . IsSpecialOrGrail ( ) )
{
loadSpecialBuildingBonuses ( source [ " bonuses " ] , ret - > buildingBonuses , ret ) ;
if ( ret - > buildingBonuses . empty ( ) )
{
ret - > subId = getMappedValue < BuildingSubID : : EBuildingSubID > ( source [ " type " ] , BuildingSubID : : NONE , MappedKeys : : SPECIAL_BUILDINGS ) ;
addBonusesForVanilaBuilding ( ret ) ;
}
loadSpecialBuildingBonuses ( source [ " onVisitBonuses " ] , ret - > onVisitBonuses , ret ) ;
if ( ! ret - > onVisitBonuses . empty ( ) )
{
if ( ret - > subId = = BuildingSubID : : NONE )
ret - > subId = BuildingSubID : : CUSTOM_VISITING_BONUS ;
for ( auto & bonus : ret - > onVisitBonuses )
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bonus - > sid = BonusSourceID ( ret - > getUniqueTypeID ( ) ) ;
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}
if ( source [ " type " ] . String ( ) = = " configurable " & & ret - > subId = = BuildingSubID : : NONE )
{
ret - > subId = BuildingSubID : : CUSTOM_VISITING_REWARD ;
ret - > rewardableObjectInfo . init ( source , ret - > getBaseTextID ( ) ) ;
}
}
//MODS COMPATIBILITY FOR 0.96
if ( ! ret - > produce . nonZero ( ) )
{
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switch ( ret - > bid . toEnum ( ) ) {
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break ; case BuildingID : : VILLAGE_HALL : ret - > produce [ EGameResID : : GOLD ] = 500 ;
break ; case BuildingID : : TOWN_HALL : ret - > produce [ EGameResID : : GOLD ] = 1000 ;
break ; case BuildingID : : CITY_HALL : ret - > produce [ EGameResID : : GOLD ] = 2000 ;
break ; case BuildingID : : CAPITOL : ret - > produce [ EGameResID : : GOLD ] = 4000 ;
break ; case BuildingID : : GRAIL : ret - > produce [ EGameResID : : GOLD ] = 5000 ;
break ; case BuildingID : : RESOURCE_SILO :
{
switch ( ret - > town - > primaryRes . toEnum ( ) )
{
case EGameResID : : GOLD :
ret - > produce [ ret - > town - > primaryRes ] = 500 ;
break ;
case EGameResID : : WOOD_AND_ORE :
ret - > produce [ EGameResID : : WOOD ] = 1 ;
ret - > produce [ EGameResID : : ORE ] = 1 ;
break ;
default :
ret - > produce [ ret - > town - > primaryRes ] = 1 ;
break ;
}
}
}
}
loadBuildingRequirements ( ret , source [ " requires " ] , requirementsToLoad ) ;
if ( ret - > bid . IsSpecialOrGrail ( ) )
loadBuildingRequirements ( ret , source [ " overrides " ] , overriddenBidsToLoad ) ;
if ( ! source [ " upgrades " ] . isNull ( ) )
{
// building id and upgrades can't be the same
if ( stringID = = source [ " upgrades " ] . String ( ) )
{
throw std : : runtime_error ( boost : : str ( boost : : format ( " Building with ID '%s' of town '%s' can't be an upgrade of the same building. " ) %
stringID % ret - > town - > faction - > getNameTranslated ( ) ) ) ;
}
VLC - > identifiers ( ) - > requestIdentifier ( ret - > town - > getBuildingScope ( ) , source [ " upgrades " ] , [ = ] ( si32 identifier )
{
ret - > upgrade = BuildingID ( identifier ) ;
} ) ;
}
else
ret - > upgrade = BuildingID : : NONE ;
ret - > town - > buildings [ ret - > bid ] = ret ;
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registerObject ( source . meta , ret - > town - > getBuildingScope ( ) , ret - > identifier , ret - > bid . getNum ( ) ) ;
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}
void CTownHandler : : loadBuildings ( CTown * town , const JsonNode & source )
{
if ( source . isStruct ( ) )
{
for ( const auto & node : source . Struct ( ) )
{
if ( ! node . second . isNull ( ) )
loadBuilding ( town , node . first , node . second ) ;
}
}
}
void CTownHandler : : loadStructure ( CTown & town , const std : : string & stringID , const JsonNode & source ) const
{
auto * ret = new CStructure ( ) ;
ret - > building = nullptr ;
ret - > buildable = nullptr ;
VLC - > identifiers ( ) - > tryRequestIdentifier ( source . meta , " building. " + town . faction - > getJsonKey ( ) , stringID , [ = , & town ] ( si32 identifier ) mutable
{
ret - > building = town . buildings [ BuildingID ( identifier ) ] ;
} ) ;
if ( source [ " builds " ] . isNull ( ) )
{
VLC - > identifiers ( ) - > tryRequestIdentifier ( source . meta , " building. " + town . faction - > getJsonKey ( ) , stringID , [ = , & town ] ( si32 identifier ) mutable
{
ret - > building = town . buildings [ BuildingID ( identifier ) ] ;
} ) ;
}
else
{
VLC - > identifiers ( ) - > requestIdentifier ( " building. " + town . faction - > getJsonKey ( ) , source [ " builds " ] , [ = , & town ] ( si32 identifier ) mutable
{
ret - > buildable = town . buildings [ BuildingID ( identifier ) ] ;
} ) ;
}
ret - > identifier = stringID ;
ret - > pos . x = static_cast < si32 > ( source [ " x " ] . Float ( ) ) ;
ret - > pos . y = static_cast < si32 > ( source [ " y " ] . Float ( ) ) ;
ret - > pos . z = static_cast < si32 > ( source [ " z " ] . Float ( ) ) ;
ret - > hiddenUpgrade = source [ " hidden " ] . Bool ( ) ;
ret - > defName = AnimationPath : : fromJson ( source [ " animation " ] ) ;
ret - > borderName = ImagePath : : fromJson ( source [ " border " ] ) ;
ret - > areaName = ImagePath : : fromJson ( source [ " area " ] ) ;
town . clientInfo . structures . emplace_back ( ret ) ;
}
void CTownHandler : : loadStructures ( CTown & town , const JsonNode & source ) const
{
for ( const auto & node : source . Struct ( ) )
{
if ( ! node . second . isNull ( ) )
loadStructure ( town , node . first , node . second ) ;
}
}
void CTownHandler : : loadTownHall ( CTown & town , const JsonNode & source ) const
{
auto & dstSlots = town . clientInfo . hallSlots ;
const auto & srcSlots = source . Vector ( ) ;
dstSlots . resize ( srcSlots . size ( ) ) ;
for ( size_t i = 0 ; i < dstSlots . size ( ) ; i + + )
{
auto & dstRow = dstSlots [ i ] ;
const auto & srcRow = srcSlots [ i ] . Vector ( ) ;
dstRow . resize ( srcRow . size ( ) ) ;
for ( size_t j = 0 ; j < dstRow . size ( ) ; j + + )
{
auto & dstBox = dstRow [ j ] ;
const auto & srcBox = srcRow [ j ] . Vector ( ) ;
dstBox . resize ( srcBox . size ( ) ) ;
for ( size_t k = 0 ; k < dstBox . size ( ) ; k + + )
{
auto & dst = dstBox [ k ] ;
const auto & src = srcBox [ k ] ;
VLC - > identifiers ( ) - > requestIdentifier ( " building. " + town . faction - > getJsonKey ( ) , src , [ & ] ( si32 identifier )
{
dst = BuildingID ( identifier ) ;
} ) ;
}
}
}
}
Point JsonToPoint ( const JsonNode & node )
{
if ( ! node . isStruct ( ) )
return Point : : makeInvalid ( ) ;
Point ret ;
ret . x = static_cast < si32 > ( node [ " x " ] . Float ( ) ) ;
ret . y = static_cast < si32 > ( node [ " y " ] . Float ( ) ) ;
return ret ;
}
void CTownHandler : : loadSiegeScreen ( CTown & town , const JsonNode & source ) const
{
town . clientInfo . siegePrefix = source [ " imagePrefix " ] . String ( ) ;
town . clientInfo . towerIconSmall = source [ " towerIconSmall " ] . String ( ) ;
town . clientInfo . towerIconLarge = source [ " towerIconLarge " ] . String ( ) ;
VLC - > identifiers ( ) - > requestIdentifier ( " creature " , source [ " shooter " ] , [ & town ] ( si32 creature )
{
auto crId = CreatureID ( creature ) ;
if ( ( * VLC - > creh ) [ crId ] - > animation . missleFrameAngles . empty ( ) )
logMod - > error ( " Mod '%s' error: Creature '%s' on the Archer's tower is not a shooter. Mod should be fixed. Siege will not work properly! "
, town . faction - > getNameTranslated ( )
, ( * VLC - > creh ) [ crId ] - > getNameSingularTranslated ( ) ) ;
town . clientInfo . siegeShooter = crId ;
} ) ;
auto & pos = town . clientInfo . siegePositions ;
pos . resize ( 21 ) ;
pos [ 8 ] = JsonToPoint ( source [ " towers " ] [ " top " ] [ " tower " ] ) ;
pos [ 17 ] = JsonToPoint ( source [ " towers " ] [ " top " ] [ " battlement " ] ) ;
pos [ 20 ] = JsonToPoint ( source [ " towers " ] [ " top " ] [ " creature " ] ) ;
pos [ 2 ] = JsonToPoint ( source [ " towers " ] [ " keep " ] [ " tower " ] ) ;
pos [ 15 ] = JsonToPoint ( source [ " towers " ] [ " keep " ] [ " battlement " ] ) ;
pos [ 18 ] = JsonToPoint ( source [ " towers " ] [ " keep " ] [ " creature " ] ) ;
pos [ 3 ] = JsonToPoint ( source [ " towers " ] [ " bottom " ] [ " tower " ] ) ;
pos [ 16 ] = JsonToPoint ( source [ " towers " ] [ " bottom " ] [ " battlement " ] ) ;
pos [ 19 ] = JsonToPoint ( source [ " towers " ] [ " bottom " ] [ " creature " ] ) ;
pos [ 9 ] = JsonToPoint ( source [ " gate " ] [ " gate " ] ) ;
pos [ 10 ] = JsonToPoint ( source [ " gate " ] [ " arch " ] ) ;
pos [ 7 ] = JsonToPoint ( source [ " walls " ] [ " upper " ] ) ;
pos [ 6 ] = JsonToPoint ( source [ " walls " ] [ " upperMid " ] ) ;
pos [ 5 ] = JsonToPoint ( source [ " walls " ] [ " bottomMid " ] ) ;
pos [ 4 ] = JsonToPoint ( source [ " walls " ] [ " bottom " ] ) ;
pos [ 13 ] = JsonToPoint ( source [ " moat " ] [ " moat " ] ) ;
pos [ 14 ] = JsonToPoint ( source [ " moat " ] [ " bank " ] ) ;
pos [ 11 ] = JsonToPoint ( source [ " static " ] [ " bottom " ] ) ;
pos [ 12 ] = JsonToPoint ( source [ " static " ] [ " top " ] ) ;
pos [ 1 ] = JsonToPoint ( source [ " static " ] [ " background " ] ) ;
}
static void readIcon ( JsonNode source , std : : string & small , std : : string & large )
{
if ( source . getType ( ) = = JsonNode : : JsonType : : DATA_STRUCT ) // don't crash on old format
{
small = source [ " small " ] . String ( ) ;
large = source [ " large " ] . String ( ) ;
}
}
void CTownHandler : : loadClientData ( CTown & town , const JsonNode & source ) const
{
CTown : : ClientInfo & info = town . clientInfo ;
readIcon ( source [ " icons " ] [ " village " ] [ " normal " ] , info . iconSmall [ 0 ] [ 0 ] , info . iconLarge [ 0 ] [ 0 ] ) ;
readIcon ( source [ " icons " ] [ " village " ] [ " built " ] , info . iconSmall [ 0 ] [ 1 ] , info . iconLarge [ 0 ] [ 1 ] ) ;
readIcon ( source [ " icons " ] [ " fort " ] [ " normal " ] , info . iconSmall [ 1 ] [ 0 ] , info . iconLarge [ 1 ] [ 0 ] ) ;
readIcon ( source [ " icons " ] [ " fort " ] [ " built " ] , info . iconSmall [ 1 ] [ 1 ] , info . iconLarge [ 1 ] [ 1 ] ) ;
info . hallBackground = ImagePath : : fromJson ( source [ " hallBackground " ] ) ;
info . musicTheme = AudioPath : : fromJson ( source [ " musicTheme " ] ) ;
info . townBackground = ImagePath : : fromJson ( source [ " townBackground " ] ) ;
info . guildWindow = ImagePath : : fromJson ( source [ " guildWindow " ] ) ;
info . buildingsIcons = AnimationPath : : fromJson ( source [ " buildingsIcons " ] ) ;
info . guildBackground = ImagePath : : fromJson ( source [ " guildBackground " ] ) ;
info . tavernVideo = VideoPath : : fromJson ( source [ " tavernVideo " ] ) ;
loadTownHall ( town , source [ " hallSlots " ] ) ;
loadStructures ( town , source [ " structures " ] ) ;
loadSiegeScreen ( town , source [ " siege " ] ) ;
}
void CTownHandler : : loadTown ( CTown * town , const JsonNode & source )
{
const auto * resIter = boost : : find ( GameConstants : : RESOURCE_NAMES , source [ " primaryResource " ] . String ( ) ) ;
if ( resIter = = std : : end ( GameConstants : : RESOURCE_NAMES ) )
town - > primaryRes = GameResID ( EGameResID : : WOOD_AND_ORE ) ; //Wood + Ore
else
town - > primaryRes = GameResID ( resIter - std : : begin ( GameConstants : : RESOURCE_NAMES ) ) ;
warMachinesToLoad [ town ] = source [ " warMachine " ] ;
town - > mageLevel = static_cast < ui32 > ( source [ " mageGuild " ] . Float ( ) ) ;
town - > namesCount = 0 ;
for ( const auto & name : source [ " names " ] . Vector ( ) )
{
VLC - > generaltexth - > registerString ( town - > faction - > modScope , town - > getRandomNameTextID ( town - > namesCount ) , name . String ( ) ) ;
town - > namesCount + = 1 ;
}
if ( ! source [ " moatAbility " ] . isNull ( ) ) // VCMI 1.2 compatibility code
{
VLC - > identifiers ( ) - > requestIdentifier ( " spell " , source [ " moatAbility " ] , [ = ] ( si32 ability )
{
town - > moatAbility = SpellID ( ability ) ;
} ) ;
}
else
{
VLC - > identifiers ( ) - > requestIdentifier ( source . meta , " spell " , " castleMoat " , [ = ] ( si32 ability )
{
town - > moatAbility = SpellID ( ability ) ;
} ) ;
}
// Horde building creature level
for ( const JsonNode & node : source [ " horde " ] . Vector ( ) )
town - > hordeLvl [ static_cast < int > ( town - > hordeLvl . size ( ) ) ] = static_cast < int > ( node . Float ( ) ) ;
// town needs to have exactly 2 horde entries. Validation will take care of 2+ entries
// but anything below 2 must be handled here
for ( size_t i = source [ " horde " ] . Vector ( ) . size ( ) ; i < 2 ; i + + )
town - > hordeLvl [ static_cast < int > ( i ) ] = - 1 ;
const JsonVector & creatures = source [ " creatures " ] . Vector ( ) ;
town - > creatures . resize ( creatures . size ( ) ) ;
for ( size_t i = 0 ; i < creatures . size ( ) ; i + + )
{
const JsonVector & level = creatures [ i ] . Vector ( ) ;
town - > creatures [ i ] . resize ( level . size ( ) ) ;
for ( size_t j = 0 ; j < level . size ( ) ; j + + )
{
VLC - > identifiers ( ) - > requestIdentifier ( " creature " , level [ j ] , [ = ] ( si32 creature )
{
town - > creatures [ i ] [ j ] = CreatureID ( creature ) ;
} ) ;
}
}
town - > defaultTavernChance = static_cast < ui32 > ( source [ " defaultTavern " ] . Float ( ) ) ;
/// set chance of specific hero class to appear in this town
for ( const auto & node : source [ " tavern " ] . Struct ( ) )
{
int chance = static_cast < int > ( node . second . Float ( ) ) ;
VLC - > identifiers ( ) - > requestIdentifier ( node . second . meta , " heroClass " , node . first , [ = ] ( si32 classID )
{
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VLC - > heroclassesh - > objects [ classID ] - > selectionProbability [ town - > faction - > getId ( ) ] = chance ;
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} ) ;
}
for ( const auto & node : source [ " guildSpells " ] . Struct ( ) )
{
int chance = static_cast < int > ( node . second . Float ( ) ) ;
VLC - > identifiers ( ) - > requestIdentifier ( node . second . meta , " spell " , node . first , [ = ] ( si32 spellID )
{
VLC - > spellh - > objects . at ( spellID ) - > probabilities [ town - > faction - > getId ( ) ] = chance ;
} ) ;
}
for ( const JsonNode & d : source [ " adventureMap " ] [ " dwellings " ] . Vector ( ) )
{
town - > dwellings . push_back ( d [ " graphics " ] . String ( ) ) ;
town - > dwellingNames . push_back ( d [ " name " ] . String ( ) ) ;
}
loadBuildings ( town , source [ " buildings " ] ) ;
loadClientData ( * town , source ) ;
}
void CTownHandler : : loadPuzzle ( CFaction & faction , const JsonNode & source ) const
{
faction . puzzleMap . reserve ( GameConstants : : PUZZLE_MAP_PIECES ) ;
std : : string prefix = source [ " prefix " ] . String ( ) ;
for ( const JsonNode & piece : source [ " pieces " ] . Vector ( ) )
{
size_t index = faction . puzzleMap . size ( ) ;
SPuzzleInfo spi ;
spi . x = static_cast < si16 > ( piece [ " x " ] . Float ( ) ) ;
spi . y = static_cast < si16 > ( piece [ " y " ] . Float ( ) ) ;
spi . whenUncovered = static_cast < ui16 > ( piece [ " index " ] . Float ( ) ) ;
spi . number = static_cast < ui16 > ( index ) ;
// filename calculation
std : : ostringstream suffix ;
suffix < < std : : setfill ( ' 0 ' ) < < std : : setw ( 2 ) < < index ;
spi . filename = ImagePath : : builtinTODO ( prefix + suffix . str ( ) ) ;
faction . puzzleMap . push_back ( spi ) ;
}
assert ( faction . puzzleMap . size ( ) = = GameConstants : : PUZZLE_MAP_PIECES ) ;
}
CFaction * CTownHandler : : loadFromJson ( const std : : string & scope , const JsonNode & source , const std : : string & identifier , size_t index )
{
assert ( identifier . find ( ' : ' ) = = std : : string : : npos ) ;
auto * faction = new CFaction ( ) ;
faction - > index = static_cast < FactionID > ( index ) ;
faction - > modScope = scope ;
faction - > identifier = identifier ;
VLC - > generaltexth - > registerString ( scope , faction - > getNameTextID ( ) , source [ " name " ] . String ( ) ) ;
faction - > creatureBg120 = ImagePath : : fromJson ( source [ " creatureBackground " ] [ " 120px " ] ) ;
faction - > creatureBg130 = ImagePath : : fromJson ( source [ " creatureBackground " ] [ " 130px " ] ) ;
faction - > boatType = BoatId : : CASTLE ; //Do not crash
if ( ! source [ " boat " ] . isNull ( ) )
{
VLC - > identifiers ( ) - > requestIdentifier ( " core:boat " , source [ " boat " ] , [ = ] ( int32_t boatTypeID )
{
faction - > boatType = BoatId ( boatTypeID ) ;
} ) ;
}
int alignment = vstd : : find_pos ( GameConstants : : ALIGNMENT_NAMES , source [ " alignment " ] . String ( ) ) ;
if ( alignment = = - 1 )
faction - > alignment = EAlignment : : NEUTRAL ;
else
faction - > alignment = static_cast < EAlignment > ( alignment ) ;
auto preferUndergound = source [ " preferUndergroundPlacement " ] ;
faction - > preferUndergroundPlacement = preferUndergound . isNull ( ) ? false : preferUndergound . Bool ( ) ;
// NOTE: semi-workaround - normally, towns are supposed to have native terrains.
// Towns without one are exceptions. So, vcmi requires nativeTerrain to be defined
// But allows it to be defined with explicit value of "none" if town should not have native terrain
// This is better than allowing such terrain-less towns silently, leading to issues with RMG
faction - > nativeTerrain = ETerrainId : : NONE ;
if ( ! source [ " nativeTerrain " ] . isNull ( ) & & source [ " nativeTerrain " ] . String ( ) ! = " none " )
{
VLC - > identifiers ( ) - > requestIdentifier ( " terrain " , source [ " nativeTerrain " ] , [ = ] ( int32_t index ) {
faction - > nativeTerrain = TerrainId ( index ) ;
auto const & terrain = VLC - > terrainTypeHandler - > getById ( faction - > nativeTerrain ) ;
if ( ! terrain - > isSurface ( ) & & ! terrain - > isUnderground ( ) )
logMod - > warn ( " Faction %s has terrain %s as native, but terrain is not suitable for either surface or subterranean layers! " , faction - > getJsonKey ( ) , terrain - > getJsonKey ( ) ) ;
} ) ;
}
if ( ! source [ " town " ] . isNull ( ) )
{
faction - > town = new CTown ( ) ;
faction - > town - > faction = faction ;
loadTown ( faction - > town , source [ " town " ] ) ;
}
else
faction - > town = nullptr ;
if ( ! source [ " puzzleMap " ] . isNull ( ) )
loadPuzzle ( * faction , source [ " puzzleMap " ] ) ;
return faction ;
}
void CTownHandler : : loadObject ( std : : string scope , std : : string name , const JsonNode & data )
{
auto * object = loadFromJson ( scope , data , name , objects . size ( ) ) ;
objects . emplace_back ( object ) ;
if ( object - > town )
{
auto & info = object - > town - > clientInfo ;
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info . icons [ 0 ] [ 0 ] = 8 + object - > index . getNum ( ) * 4 + 0 ;
info . icons [ 0 ] [ 1 ] = 8 + object - > index . getNum ( ) * 4 + 1 ;
info . icons [ 1 ] [ 0 ] = 8 + object - > index . getNum ( ) * 4 + 2 ;
info . icons [ 1 ] [ 1 ] = 8 + object - > index . getNum ( ) * 4 + 3 ;
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VLC - > identifiers ( ) - > requestIdentifier ( scope , " object " , " town " , [ = ] ( si32 index )
{
// register town once objects are loaded
JsonNode config = data [ " town " ] [ " mapObject " ] ;
config [ " faction " ] . String ( ) = name ;
config [ " faction " ] . meta = scope ;
if ( config . meta . empty ( ) ) // MODS COMPATIBILITY FOR 0.96
config . meta = scope ;
VLC - > objtypeh - > loadSubObject ( object - > identifier , config , index , object - > index ) ;
// MODS COMPATIBILITY FOR 0.96
const auto & advMap = data [ " town " ] [ " adventureMap " ] ;
if ( ! advMap . isNull ( ) )
{
logMod - > warn ( " Outdated town mod. Will try to generate valid templates out of fort " ) ;
JsonNode config ;
config [ " animation " ] = advMap [ " castle " ] ;
VLC - > objtypeh - > getHandlerFor ( index , object - > index ) - > addTemplate ( config ) ;
}
} ) ;
}
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registerObject ( scope , " faction " , name , object - > index . getNum ( ) ) ;
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}
void CTownHandler : : loadObject ( std : : string scope , std : : string name , const JsonNode & data , size_t index )
{
auto * object = loadFromJson ( scope , data , name , index ) ;
if ( objects . size ( ) > index )
assert ( objects [ index ] = = nullptr ) ; // ensure that this id was not loaded before
else
objects . resize ( index + 1 ) ;
objects [ index ] = object ;
if ( object - > town )
{
auto & info = object - > town - > clientInfo ;
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info . icons [ 0 ] [ 0 ] = ( GameConstants : : F_NUMBER + object - > index . getNum ( ) ) * 2 + 0 ;
info . icons [ 0 ] [ 1 ] = ( GameConstants : : F_NUMBER + object - > index . getNum ( ) ) * 2 + 1 ;
info . icons [ 1 ] [ 0 ] = object - > index . getNum ( ) * 2 + 0 ;
info . icons [ 1 ] [ 1 ] = object - > index . getNum ( ) * 2 + 1 ;
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VLC - > identifiers ( ) - > requestIdentifier ( scope , " object " , " town " , [ = ] ( si32 index )
{
// register town once objects are loaded
JsonNode config = data [ " town " ] [ " mapObject " ] ;
config [ " faction " ] . String ( ) = name ;
config [ " faction " ] . meta = scope ;
VLC - > objtypeh - > loadSubObject ( object - > identifier , config , index , object - > index ) ;
} ) ;
}
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registerObject ( scope , " faction " , name , object - > index . getNum ( ) ) ;
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}
void CTownHandler : : loadRandomFaction ( )
{
JsonNode randomFactionJson ( JsonPath : : builtin ( " config/factions/random.json " ) ) ;
randomFactionJson . setMeta ( ModScope : : scopeBuiltin ( ) , true ) ;
loadBuildings ( randomTown , randomFactionJson [ " random " ] [ " town " ] [ " buildings " ] ) ;
}
void CTownHandler : : loadCustom ( )
{
loadRandomFaction ( ) ;
}
void CTownHandler : : afterLoadFinalization ( )
{
initializeRequirements ( ) ;
initializeOverridden ( ) ;
initializeWarMachines ( ) ;
}
void CTownHandler : : initializeRequirements ( )
{
// must be done separately after all ID's are known
for ( auto & requirement : requirementsToLoad )
{
requirement . building - > requirements = CBuilding : : TRequired ( requirement . json , [ & ] ( const JsonNode & node ) - > BuildingID
{
if ( node . Vector ( ) . size ( ) > 1 )
{
logMod - > error ( " Unexpected length of town buildings requirements: %d " , node . Vector ( ) . size ( ) ) ;
logMod - > error ( " Entry contains: " ) ;
logMod - > error ( node . toJson ( ) ) ;
}
auto index = VLC - > identifiers ( ) - > getIdentifier ( requirement . town - > getBuildingScope ( ) , node [ 0 ] ) ;
if ( ! index . has_value ( ) )
{
logMod - > error ( " Unknown building in town buildings: %s " , node [ 0 ] . String ( ) ) ;
return BuildingID : : NONE ;
}
return BuildingID ( index . value ( ) ) ;
} ) ;
}
requirementsToLoad . clear ( ) ;
}
void CTownHandler : : initializeOverridden ( )
{
for ( auto & bidHelper : overriddenBidsToLoad )
{
auto jsonNode = bidHelper . json ;
auto scope = bidHelper . town - > getBuildingScope ( ) ;
for ( const auto & b : jsonNode . Vector ( ) )
{
auto bid = BuildingID ( VLC - > identifiers ( ) - > getIdentifier ( scope , b ) . value ( ) ) ;
bidHelper . building - > overrideBids . insert ( bid ) ;
}
}
overriddenBidsToLoad . clear ( ) ;
}
void CTownHandler : : initializeWarMachines ( )
{
// must be done separately after all objects are loaded
for ( auto & p : warMachinesToLoad )
{
CTown * t = p . first ;
JsonNode creatureKey = p . second ;
auto ret = VLC - > identifiers ( ) - > getIdentifier ( " creature " , creatureKey , false ) ;
if ( ret )
{
const CCreature * creature = CreatureID ( * ret ) . toCreature ( ) ;
t - > warMachine = creature - > warMachine ;
}
}
warMachinesToLoad . clear ( ) ;
}
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std : : set < FactionID > CTownHandler : : getDefaultAllowed ( ) const
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{
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std : : set < FactionID > allowedFactions ;
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for ( auto town : objects )
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if ( town - > town ! = nullptr )
allowedFactions . insert ( town - > getId ( ) ) ;
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return allowedFactions ;
}
std : : set < FactionID > CTownHandler : : getAllowedFactions ( bool withTown ) const
{
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if ( withTown )
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return getDefaultAllowed ( ) ;
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std : : set < FactionID > result ;
for ( auto town : objects )
result . insert ( town - > getId ( ) ) ;
return result ;
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}
const std : : vector < std : : string > & CTownHandler : : getTypeNames ( ) const
{
static const std : : vector < std : : string > typeNames = { " faction " , " town " } ;
return typeNames ;
}
VCMI_LIB_NAMESPACE_END