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vcmi/lib/mapObjectConstructors/CBankInstanceConstructor.cpp

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/*
* CBankInstanceConstructor.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 "CBankInstanceConstructor.h"
#include "../json/JsonRandom.h"
#include "../texts/CGeneralTextHandler.h"
#include "../IGameCallback.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
bool CBankInstanceConstructor::hasNameTextID() const
{
return true;
}
void CBankInstanceConstructor::initTypeData(const JsonNode & input)
{
if (input.Struct().count("name") == 0)
logMod->warn("Bank %s missing name!", getJsonKey());
VLC->generaltexth->registerString(input.getModScope(), getNameTextID(), input["name"]);
levels = input["levels"].Vector();
bankResetDuration = static_cast<si32>(input["resetDuration"].Float());
blockVisit = input["blockedVisitable"].Bool();
coastVisitable = input["coastVisitable"].Bool();
regularUnitPlacement = input["regularUnitPlacement"].Bool();
}
BankConfig CBankInstanceConstructor::generateLevelConfiguration(IGameCallback * cb, const JsonNode & level, vstd::RNG & rng) const
{
BankConfig bc;
JsonRandom randomizer(cb);
JsonRandom::Variables emptyVariables;
bc.chance = static_cast<ui32>(level["chance"].Float());
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bc.guards = randomizer.loadCreatures(level["guards"], rng, emptyVariables);
bc.resources = ResourceSet(level["reward"]["resources"]);
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bc.creatures = randomizer.loadCreatures(level["reward"]["creatures"], rng, emptyVariables);
bc.artifacts = randomizer.loadArtifacts(level["reward"]["artifacts"], rng, emptyVariables);
bc.spells = randomizer.loadSpells(level["reward"]["spells"], rng, emptyVariables);
return bc;
}
void CBankInstanceConstructor::randomizeObject(CBank * bank, vstd::RNG & rng) const
{
bank->resetDuration = bankResetDuration;
bank->blockVisit = blockVisit;
bank->coastVisitable = coastVisitable;
bank->regularUnitPlacement = regularUnitPlacement;
bank->setConfig(generateConfiguration(bank->cb, rng, bank->ID));
}
BankConfig CBankInstanceConstructor::generateConfiguration(IGameCallback * cb, vstd::RNG & rng, MapObjectID objectID) const
{
si32 totalChance = 0;
for(const auto & node : levels)
totalChance += static_cast<si32>(node["chance"].Float());
assert(totalChance != 0);
si32 selectedChance = rng.nextInt(totalChance - 1);
int cumulativeChance = 0;
for(const auto & node : levels)
{
cumulativeChance += static_cast<int>(node["chance"].Float());
if(selectedChance < cumulativeChance)
return generateLevelConfiguration(cb, node, rng);
}
throw std::runtime_error("Failed to select bank configuration");
}
CBankInfo::CBankInfo(const JsonVector & Config) :
config(Config)
{
assert(!Config.empty());
}
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TPossibleGuards CBankInfo::getPossibleGuards(IGameCallback * cb) const
{
JsonRandom::Variables emptyVariables;
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JsonRandom randomizer(cb);
TPossibleGuards out;
for(const JsonNode & configEntry : config)
{
const JsonNode & guardsInfo = configEntry["guards"];
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auto stacks = randomizer.evaluateCreatures(guardsInfo, emptyVariables);
IObjectInfo::CArmyStructure army;
for(auto stack : stacks)
{
army.totalStrength += stack.allowedCreatures.front()->getAIValue() * (stack.minAmount + stack.maxAmount) / 2;
//TODO: add fields for flyers, walkers etc...
}
ui8 chance = static_cast<ui8>(configEntry["chance"].Float());
out.push_back(std::make_pair(chance, army));
}
return out;
}
std::vector<PossibleReward<TResources>> CBankInfo::getPossibleResourcesReward() const
{
std::vector<PossibleReward<TResources>> result;
for(const JsonNode & configEntry : config)
{
const JsonNode & resourcesInfo = configEntry["reward"]["resources"];
if(!resourcesInfo.isNull())
{
result.emplace_back(configEntry["chance"].Integer(), TResources(resourcesInfo));
}
}
return result;
}
std::vector<PossibleReward<CStackBasicDescriptor>> CBankInfo::getPossibleCreaturesReward(IGameCallback * cb) const
{
JsonRandom::Variables emptyVariables;
JsonRandom randomizer(cb);
std::vector<PossibleReward<CStackBasicDescriptor>> approximateReward;
for(const JsonNode & configEntry : config)
{
const JsonNode & guardsInfo = configEntry["reward"]["creatures"];
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auto stacks = randomizer.evaluateCreatures(guardsInfo, emptyVariables);
for(auto stack : stacks)
{
const auto * creature = stack.allowedCreatures.front();
approximateReward.emplace_back(configEntry["chance"].Integer(), CStackBasicDescriptor(creature, (stack.minAmount + stack.maxAmount) / 2));
}
}
return approximateReward;
}
bool CBankInfo::givesResources() const
{
for(const JsonNode & node : config)
if(!node["reward"]["resources"].isNull())
return true;
return false;
}
bool CBankInfo::givesArtifacts() const
{
for(const JsonNode & node : config)
if(!node["reward"]["artifacts"].isNull())
return true;
return false;
}
bool CBankInfo::givesCreatures() const
{
for(const JsonNode & node : config)
if(!node["reward"]["creatures"].isNull())
return true;
return false;
}
bool CBankInfo::givesSpells() const
{
for(const JsonNode & node : config)
if(!node["reward"]["spells"].isNull())
return true;
return false;
}
std::unique_ptr<IObjectInfo> CBankInstanceConstructor::getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const
{
return std::unique_ptr<IObjectInfo>(new CBankInfo(levels));
}
VCMI_LIB_NAMESPACE_END