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vcmi/lib/mapping/MapIdentifiersH3M.cpp

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/*
* MapIdentifiersH3M.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 "MapIdentifiersH3M.h"
#include "../JsonNode.h"
#include "../VCMI_Lib.h"
#include "../CModHandler.h"
#include "../CTownHandler.h"
VCMI_LIB_NAMESPACE_BEGIN
template<typename IdentifierID>
std::map<IdentifierID, IdentifierID> MapIdentifiersH3M::loadMapping(const JsonNode & mapping, const std::string & identifierName)
{
std::map<IdentifierID, IdentifierID> result;
for (auto entry : mapping.Struct())
{
IdentifierID sourceID (entry.second.Integer());
IdentifierID targetID (*VLC->modh->identifiers.getIdentifier(VLC->modh->scopeGame(), identifierName, entry.first));
result[sourceID] = targetID;
}
return result;
}
void MapIdentifiersH3M::loadMapping(const JsonNode & mapping)
{
for (auto entryFaction : mapping["buildings"].Struct())
{
FactionID factionID (*VLC->modh->identifiers.getIdentifier(VLC->modh->scopeGame(), "faction", entryFaction.first));
auto buildingMap = entryFaction.second;
for (auto entryBuilding : buildingMap.Struct())
{
BuildingID sourceID (entryBuilding.second.Integer());
BuildingID targetID (*VLC->modh->identifiers.getIdentifier(VLC->modh->scopeGame(), "building." + VLC->factions()->getById(factionID)->getJsonKey(), entryBuilding.first));
mappingFactionBuilding[factionID][sourceID] = targetID;
}
}
mappingBuilding = loadMapping<BuildingID>(mapping["buildingsCommon"], "building.core:random");
mappingFaction = loadMapping<FactionID>(mapping["factions"], "faction");
mappingCreature = loadMapping<CreatureID>(mapping["creatures"], "creature");
mappingHeroType = loadMapping<HeroTypeID>(mapping["heroes"], "hero");
mappingHeroClass = loadMapping<HeroClassID>(mapping["heroClasses"], "heroClass");
mappingTerrain = loadMapping<TerrainId>(mapping["terrains"], "terrain");
mappingArtifact = loadMapping<ArtifactID>(mapping["artifacts"], "artifact");
mappingSecondarySkill = loadMapping<SecondarySkill>(mapping["skills"], "skill");
}
BuildingID MapIdentifiersH3M::remapBuilding(std::optional<FactionID> owner, BuildingID input) const
{
if (owner.has_value() && mappingFactionBuilding.count(*owner))
{
auto submap = mappingFactionBuilding.at(*owner);
if (submap.count(input))
return submap.at(input);
}
if (mappingBuilding.count(input))
return mappingBuilding.at(input);
return BuildingID::NONE;
}
FactionID MapIdentifiersH3M::remap(FactionID input) const
{
if (mappingFaction.count(input))
return mappingFaction.at(input);
return input;
}
CreatureID MapIdentifiersH3M::remap(CreatureID input) const
{
if (mappingCreature.count(input))
return mappingCreature.at(input);
return input;
}
HeroTypeID MapIdentifiersH3M::remap(HeroTypeID input) const
{
if (mappingHeroType.count(input))
return mappingHeroType.at(input);
return input;
}
HeroClassID MapIdentifiersH3M::remap(HeroClassID input) const
{
if (mappingHeroClass.count(input))
return mappingHeroClass.at(input);
return input;
}
TerrainId MapIdentifiersH3M::remap(TerrainId input) const
{
if (mappingTerrain.count(input))
return mappingTerrain.at(input);
return input;
}
ArtifactID MapIdentifiersH3M::remap(ArtifactID input) const
{
if (mappingArtifact.count(input))
return mappingArtifact.at(input);
return input;
}
SecondarySkill MapIdentifiersH3M::remap(SecondarySkill input) const
{
if (mappingSecondarySkill.count(input))
return mappingSecondarySkill.at(input);
return input;
}
VCMI_LIB_NAMESPACE_END