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vcmi/lib/mapObjects/CObjectClassesHandler.h

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/*
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* CObjectClassesHandler.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 "ObjectTemplate.h"
#include "../GameConstants.h"
#include "../ConstTransitivePtr.h"
#include "../IHandlerBase.h"
#include "../JsonNode.h"
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class JsonNode;
class CRandomGenerator;
/// Structure that describes placement rules for this object in random map
struct DLL_LINKAGE RandomMapInfo
{
/// How valuable this object is, 1k = worthless, 10k = Utopia-level
ui32 value;
/// How many of such objects can be placed on map, 0 = object can not be placed by RMG
ui32 mapLimit;
/// How many of such objects can be placed in one zone, 0 = unplaceable
ui32 zoneLimit;
/// Rarity of object, 5 = extremely rare, 100 = common
ui32 rarity;
RandomMapInfo():
value(0),
mapLimit(0),
zoneLimit(0),
rarity(0)
{}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & value & mapLimit & zoneLimit & rarity;
}
};
class DLL_LINKAGE IObjectInfo
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{
public:
struct CArmyStructure
{
ui32 totalStrength;
ui32 shootersStrength;
ui32 flyersStrength;
ui32 walkersStrength;
CArmyStructure() :
totalStrength(0),
shootersStrength(0),
flyersStrength(0),
walkersStrength(0)
{}
bool operator <(const CArmyStructure & other) const
{
return this->totalStrength < other.totalStrength;
}
};
/// Returns possible composition of guards. Actual guards would be
/// somewhere between these two values
virtual CArmyStructure minGuards() const { return CArmyStructure(); }
virtual CArmyStructure maxGuards() const { return CArmyStructure(); }
virtual bool givesResources() const { return false; }
virtual bool givesExperience() const { return false; }
virtual bool givesMana() const { return false; }
virtual bool givesMovement() const { return false; }
virtual bool givesPrimarySkills() const { return false; }
virtual bool givesSecondarySkills() const { return false; }
virtual bool givesArtifacts() const { return false; }
virtual bool givesCreatures() const { return false; }
virtual bool givesSpells() const { return false; }
virtual bool givesBonuses() const { return false; }
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virtual ~IObjectInfo() = default;
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};
class CGObjectInstance;
class DLL_LINKAGE AObjectTypeHandler : public boost::noncopyable
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{
RandomMapInfo rmgInfo;
/// Human-readable name of this object, used for objects like banks and dwellings, if set
boost::optional<std::string> objectName;
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JsonNode base; /// describes base template
std::vector<ObjectTemplate> templates;
protected:
void preInitObject(CGObjectInstance * obj) const;
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virtual bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const;
/// initialization for classes that inherit this one
virtual void initTypeData(const JsonNode & input);
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public:
std::string typeName;
std::string subTypeName;
si32 type;
si32 subtype;
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AObjectTypeHandler();
virtual ~AObjectTypeHandler();
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void setType(si32 type, si32 subtype);
void setTypeName(std::string type, std::string subtype);
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/// loads generic data from Json structure and passes it towards type-specific constructors
void init(const JsonNode & input, boost::optional<std::string> name = boost::optional<std::string>());
/// Returns object-specific name, if set
boost::optional<std::string> getCustomName() const;
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void addTemplate(const ObjectTemplate & templ);
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void addTemplate(JsonNode config);
/// returns all templates matching parameters
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std::vector<ObjectTemplate> getTemplates() const;
std::vector<ObjectTemplate> getTemplates(si32 terrainType) const;
/// returns preferred template for this object, if present (e.g. one of 3 possible templates for town - village, fort and castle)
/// note that appearance will not be changed - this must be done separately (either by assignment or via pack from server)
boost::optional<ObjectTemplate> getOverride(si32 terrainType, const CGObjectInstance * object) const;
const RandomMapInfo & getRMGInfo();
virtual bool isStaticObject();
virtual void afterLoadFinalization();
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/// Creates object and set up core properties (like ID/subID). Object is NOT initialized
/// to allow creating objects before game start (e.g. map loading)
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virtual CGObjectInstance * create(const ObjectTemplate & tmpl) const = 0;
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/// Configures object properties. Should be re-entrable, resetting state of the object if necessarily
/// This should set remaining properties, including randomized or depending on map
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virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const = 0;
/// Returns object configuration, if available. Otherwise returns NULL
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virtual std::unique_ptr<IObjectInfo> getObjectInfo(const ObjectTemplate & tmpl) const = 0;
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & type & subtype & templates & rmgInfo & objectName;
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if(version >= 759)
{
h & typeName & subTypeName;
}
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}
};
typedef std::shared_ptr<AObjectTypeHandler> TObjectTypeHandler;
class DLL_LINKAGE CObjectClassesHandler : public IHandlerBase
{
/// Small internal structure that contains information on specific group of objects
/// (creating separate entity is overcomplicating at least at this point)
struct ObjectContainter
{
si32 id;
std::string identifier;
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std::string name; // human-readable name
std::string handlerName; // ID of handler that controls this object, should be determined using handlerConstructor map
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JsonNode base;
std::map<si32, TObjectTypeHandler> subObjects;
std::map<std::string, si32> subIds;//full id from core scope -> subtype
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & name & handlerName & base & subObjects;
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if(version >= 759)
{
h & identifier & subIds;
}
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}
};
/// list of object handlers, each of them handles only one type
std::map<si32, ObjectContainter * > objects;
/// map that is filled during contruction with all known handlers. Not serializeable due to usage of std::function
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std::map<std::string, std::function<TObjectTypeHandler()> > handlerConstructors;
/// container with H3 templates, used only during loading, no need to serialize it
typedef std::multimap<std::pair<si32, si32>, ObjectTemplate> TTemplatesContainer;
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TTemplatesContainer legacyTemplates;
/// contains list of custom names for H3 objects (e.g. Dwellings), used to load H3 data
/// format: customNames[primaryID][secondaryID] -> name
std::map<si32, std::vector<std::string>> customNames;
void loadObjectEntry(const std::string & identifier, const JsonNode & entry, ObjectContainter * obj);
ObjectContainter * loadFromJson(const JsonNode & json, const std::string & name);
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public:
CObjectClassesHandler();
~CObjectClassesHandler();
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std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
void loadObject(std::string scope, std::string name, const JsonNode & data) override;
void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
void loadSubObject(const std::string & identifier, JsonNode config, si32 ID, boost::optional<si32> subID = boost::optional<si32>());
void removeSubObject(si32 ID, si32 subID);
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void beforeValidate(JsonNode & object) override;
void afterLoadFinalization() override;
std::vector<bool> getDefaultAllowed() const override;
/// Queries to detect loaded objects
std::set<si32> knownObjects() const;
std::set<si32> knownSubObjects(si32 primaryID) const;
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/// returns handler for specified object (ID-based). ObjectHandler keeps ownership
TObjectTypeHandler getHandlerFor(si32 type, si32 subtype) const;
TObjectTypeHandler getHandlerFor(std::string type, std::string subtype) const;
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std::string getObjectName(si32 type) const;
std::string getObjectName(si32 type, si32 subtype) const;
/// Returns handler string describing the handler (for use in client)
std::string getObjectHandlerName(si32 type) const;
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & objects;
}
};