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Basic Configuration for bonus types
* introduced new handler BonusTypeHandler * config\bonusnames.json converted to common format and splitted info main and localizable parts * hanlders initialization refactored
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93
lib/CBonusTypeHandler.h
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93
lib/CBonusTypeHandler.h
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/*
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* CBonusTypeHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "IBonusTypeHandler.h"
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#include "HeroBonus.h"
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class JsonNode;
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typedef Bonus::BonusType BonusTypeID;
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class MacroString
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{
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struct Item
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{
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enum ItemType
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{
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STRING, MACRO
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};
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Item(ItemType _type, std::string _value): type(_type), value(_value){};
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ItemType type;
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std::string value; //consant string or macro name
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};
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std::vector<Item> items;
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public:
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typedef std::function <std::string(const std::string&)> GetValue;
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MacroString(){};
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MacroString(const std::string &format);
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std::string build(const GetValue& getValue) const;
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};
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class DLL_LINKAGE CBonusType
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{
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public:
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CBonusType();
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~CBonusType();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & icon & nameTemplate & descriptionTemplate & hidden;
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if (!h.saving)
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buildMacros();
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}
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protected:
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private:
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void buildMacros();
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MacroString name, description;
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friend class CBonusTypeHandler;
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std::string icon;
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std::string nameTemplate, descriptionTemplate;
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bool hidden;
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};
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class DLL_LINKAGE CBonusTypeHandler : public IBonusTypeHandler
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{
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public:
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CBonusTypeHandler();
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virtual ~CBonusTypeHandler();
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std::string bonusToString(Bonus *bonus, const IBonusBearer *bearer, bool description) const override;
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std::string bonusToGraphics(Bonus *bonus) const override;
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void load();
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void load(const JsonNode& config);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & bonusTypes;
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}
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private:
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void loadItem(const JsonNode &source, CBonusType &dest);
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std::vector<CBonusType> bonusTypes; //index = BonusTypeID
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};
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