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https://github.com/vcmi/vcmi.git
synced 2025-12-20 00:22:54 +02:00
Add hardcodedFeature to switch winner's retreating with no troops
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@@ -101,9 +101,9 @@ void CIdentifierStorage::requestIdentifier(std::string scope, std::string type,
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void CIdentifierStorage::requestIdentifier(std::string scope, std::string fullName, const std::function<void(si32)>& callback)
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{
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auto scopeAndFullName = splitString(fullName, ':');
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auto typeAndName = splitString(scopeAndFullName.second, '.');
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auto scopeAndFullName = splitString(fullName, ':');
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auto typeAndName = splitString(scopeAndFullName.second, '.');
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requestIdentifier(ObjectCallback(scope, scopeAndFullName.first, typeAndName.first, typeAndName.second, callback, false));
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}
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@@ -331,11 +331,11 @@ bool CContentHandler::ContentTypeHandler::loadMod(std::string modName, bool vali
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{
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ModInfo & modInfo = modData[modName];
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bool result = true;
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auto performValidate = [&,this](JsonNode & data, const std::string & name){
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handler->beforeValidate(data);
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if (validate)
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result &= JsonUtils::validate(data, "vcmi:" + objectName, name);
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result &= JsonUtils::validate(data, "vcmi:" + objectName, name);
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};
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// apply patches
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@@ -355,7 +355,7 @@ bool CContentHandler::ContentTypeHandler::loadMod(std::string modName, bool vali
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if (originalData.size() > index)
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{
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JsonUtils::merge(originalData[index], data);
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performValidate(originalData[index],name);
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handler->loadObject(modName, name, originalData[index], index);
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@@ -550,21 +550,42 @@ CModHandler::CModHandler()
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void CModHandler::loadConfigFromFile (std::string name)
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{
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std::string paths;
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for(auto& p : CResourceHandler::get()->getResourceNames(ResourceID("config/" + name)))
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{
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paths += p + ", ";
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}
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paths = paths.substr(0, paths.size() - 2);
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logGlobal->debugStream() << "Loading hardcoded features settings from [" << paths << "], result:";
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settings.data = JsonUtils::assembleFromFiles("config/" + name);
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const JsonNode & hardcodedFeatures = settings.data["hardcodedFeatures"];
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settings.MAX_HEROES_AVAILABLE_PER_PLAYER = hardcodedFeatures["MAX_HEROES_AVAILABLE_PER_PLAYER"].Float();
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logGlobal->debugStream() << "\tMAX_HEROES_AVAILABLE_PER_PLAYER\t" << settings.MAX_HEROES_AVAILABLE_PER_PLAYER;
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settings.MAX_HEROES_ON_MAP_PER_PLAYER = hardcodedFeatures["MAX_HEROES_ON_MAP_PER_PLAYER"].Float();
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logGlobal->debugStream() << "\tMAX_HEROES_ON_MAP_PER_PLAYER\t" << settings.MAX_HEROES_ON_MAP_PER_PLAYER;
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settings.CREEP_SIZE = hardcodedFeatures["CREEP_SIZE"].Float();
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logGlobal->debugStream() << "\tCREEP_SIZE\t" << settings.CREEP_SIZE;
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settings.WEEKLY_GROWTH = hardcodedFeatures["WEEKLY_GROWTH_PERCENT"].Float();
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logGlobal->debugStream() << "\tWEEKLY_GROWTH\t" << settings.WEEKLY_GROWTH;
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settings.NEUTRAL_STACK_EXP = hardcodedFeatures["NEUTRAL_STACK_EXP_DAILY"].Float();
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logGlobal->debugStream() << "\tNEUTRAL_STACK_EXP\t" << settings.NEUTRAL_STACK_EXP;
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settings.MAX_BUILDING_PER_TURN = hardcodedFeatures["MAX_BUILDING_PER_TURN"].Float();
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logGlobal->debugStream() << "\tMAX_BUILDING_PER_TURN\t" << settings.MAX_BUILDING_PER_TURN;
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settings.DWELLINGS_ACCUMULATE_CREATURES = hardcodedFeatures["DWELLINGS_ACCUMULATE_CREATURES"].Bool();
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logGlobal->debugStream() << "\tDWELLINGS_ACCUMULATE_CREATURES\t" << settings.DWELLINGS_ACCUMULATE_CREATURES;
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settings.ALL_CREATURES_GET_DOUBLE_MONTHS = hardcodedFeatures["ALL_CREATURES_GET_DOUBLE_MONTHS"].Bool();
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logGlobal->debugStream() << "\tALL_CREATURES_GET_DOUBLE_MONTHS\t" << settings.ALL_CREATURES_GET_DOUBLE_MONTHS;
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settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS = hardcodedFeatures["WINNING_HERO_WITH_NO_TROOPS_RETREATS"].Bool();
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logGlobal->debugStream() << "\tWINNING_HERO_WITH_NO_TROOPS_RETREATS\t" << settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS;
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const JsonNode & gameModules = settings.data["modules"];
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modules.STACK_EXP = gameModules["STACK_EXPERIENCE"].Bool();
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logGlobal->debugStream() << "\tSTACK_EXP\t" << modules.STACK_EXP;
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modules.STACK_ARTIFACT = gameModules["STACK_ARTIFACTS"].Bool();
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logGlobal->debugStream() << "\tSTACK_ARTIFACT\t" << modules.STACK_ARTIFACT;
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modules.COMMANDERS = gameModules["COMMANDERS"].Bool();
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logGlobal->debugStream() << "\tCOMMANDERS\t" << modules.COMMANDERS;
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modules.MITHRIL = gameModules["MITHRIL"].Bool();
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logGlobal->debugStream() << "\tMITHRIL\t" << modules.MITHRIL;
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}
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// currentList is passed by value to get current list of depending mods
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