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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
void MapIdentifiersH3M::loadMapping(const JsonNode & mapping)
{
for (auto entry : mapping["buildingsCommon"].Struct())
{
BuildingID sourceID (entry.second.Integer());
BuildingID targetID (*VLC->modh->identifiers.getIdentifier(VLC->modh->scopeGame(), "building.core:random", entry.first));
mappingBuilding[sourceID] = targetID;
}
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;
}
}
}
BuildingID MapIdentifiersH3M::remapBuilding(FactionID owner, BuildingID input) const
{
if (mappingFactionBuilding.count(owner))
{
auto submap = mappingFactionBuilding.at(owner);
if (submap.count(input))
return submap.at(input);
}
if (mappingBuilding.count(input))
return mappingBuilding.at(input);
logGlobal->warn("Not mapped building ID %d found for faction %d!", input, owner);
return input;
}
BuildingID MapIdentifiersH3M::remapBuilding(BuildingID input) const
{
if (mappingBuilding.count(input))
return mappingBuilding.at(input);
logGlobal->warn("Not mapped building ID %d found!");
return input;
}
VCMI_LIB_NAMESPACE_END