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Partially split CommonConstructors.cpp into few separate files
This commit is contained in:
parent
0901c8feaf
commit
5cfbdd2967
@ -15,7 +15,7 @@
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#include "../../../lib/mapObjectConstructors/AObjectTypeHandler.h"
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#include "../../../lib/mapObjectConstructors/CObjectClassesHandler.h"
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#include "../../../lib/mapObjectConstructors/CommonConstructors.h"
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#include "../../../lib/mapObjectConstructors/CBankInstanceConstructor.h"
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namespace NKAI
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{
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@ -13,7 +13,7 @@
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#include "Nullkiller.h"
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#include "../../../lib/mapObjectConstructors/AObjectTypeHandler.h"
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#include "../../../lib/mapObjectConstructors/CObjectClassesHandler.h"
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#include "../../../lib/mapObjectConstructors/CommonConstructors.h"
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#include "../../../lib/mapObjectConstructors/CBankInstanceConstructor.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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#include "../../../lib/CCreatureHandler.h"
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#include "../../../lib/CPathfinder.h"
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@ -15,7 +15,7 @@
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#include "../../lib/mapObjectConstructors/AObjectTypeHandler.h"
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#include "../../lib/mapObjectConstructors/CObjectClassesHandler.h"
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#include "../../lib/mapObjectConstructors/CommonConstructors.h"
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#include "../../lib/mapObjectConstructors/CBankInstanceConstructor.h"
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#include "../../lib/mapObjects/CBank.h"
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#include "../../lib/mapObjects/CGDwelling.h"
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@ -66,6 +66,7 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
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${MAIN_LIB_DIR}/logging/CLogger.cpp
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${MAIN_LIB_DIR}/mapObjectConstructors/AObjectTypeHandler.cpp
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${MAIN_LIB_DIR}/mapObjectConstructors/CBankInstanceConstructor.cpp
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${MAIN_LIB_DIR}/mapObjectConstructors/CObjectClassesHandler.cpp
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${MAIN_LIB_DIR}/mapObjectConstructors/CommonConstructors.cpp
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${MAIN_LIB_DIR}/mapObjectConstructors/CRewardableConstructor.cpp
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@ -369,6 +370,8 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
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${MAIN_LIB_DIR}/logging/CLogger.h
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${MAIN_LIB_DIR}/mapObjectConstructors/AObjectTypeHandler.h
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${MAIN_LIB_DIR}/mapObjectConstructors/CBankInstanceConstructor.h
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${MAIN_LIB_DIR}/mapObjectConstructors/CDefaultObjectTypeHandler.h
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${MAIN_LIB_DIR}/mapObjectConstructors/CObjectClassesHandler.h
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${MAIN_LIB_DIR}/mapObjectConstructors/CommonConstructors.h
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${MAIN_LIB_DIR}/mapObjectConstructors/CRewardableConstructor.h
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255
lib/mapObjectConstructors/CBankInstanceConstructor.cpp
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255
lib/mapObjectConstructors/CBankInstanceConstructor.cpp
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@ -0,0 +1,255 @@
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/*
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* CBankInstanceConstructor.cpp, 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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#include "StdInc.h"
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#include "CBankInstanceConstructor.h"
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#include "../JsonRandom.h"
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#include "../CGeneralTextHandler.h"
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#include "../IGameCallback.h"
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VCMI_LIB_NAMESPACE_BEGIN
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bool CBankInstanceConstructor::hasNameTextID() const
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{
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return true;
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}
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void CBankInstanceConstructor::initTypeData(const JsonNode & input)
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{
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if (input.Struct().count("name") == 0)
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logMod->warn("Bank %s missing name!", getJsonKey());
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VLC->generaltexth->registerString(input.meta, getNameTextID(), input["name"].String());
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levels = input["levels"].Vector();
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bankResetDuration = static_cast<si32>(input["resetDuration"].Float());
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}
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CGObjectInstance *CBankInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
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{
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return createTyped(tmpl);
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}
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BankConfig CBankInstanceConstructor::generateConfig(const JsonNode & level, CRandomGenerator & rng) const
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{
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BankConfig bc;
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bc.chance = static_cast<ui32>(level["chance"].Float());
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bc.guards = JsonRandom::loadCreatures(level["guards"], rng);
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bc.upgradeChance = static_cast<ui32>(level["upgrade_chance"].Float());
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bc.combatValue = static_cast<ui32>(level["combat_value"].Float());
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std::vector<SpellID> spells;
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IObjectInterface::cb->getAllowedSpells(spells);
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bc.resources = ResourceSet(level["reward"]["resources"]);
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bc.creatures = JsonRandom::loadCreatures(level["reward"]["creatures"], rng);
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bc.artifacts = JsonRandom::loadArtifacts(level["reward"]["artifacts"], rng);
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bc.spells = JsonRandom::loadSpells(level["reward"]["spells"], rng, spells);
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bc.value = static_cast<ui32>(level["value"].Float());
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return bc;
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}
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void CBankInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
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{
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auto * bank = dynamic_cast<CBank *>(object);
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bank->resetDuration = bankResetDuration;
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si32 totalChance = 0;
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for(const auto & node : levels)
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totalChance += static_cast<si32>(node["chance"].Float());
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assert(totalChance != 0);
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si32 selectedChance = rng.nextInt(totalChance - 1);
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int cumulativeChance = 0;
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for(const auto & node : levels)
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{
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cumulativeChance += static_cast<int>(node["chance"].Float());
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if(selectedChance < cumulativeChance)
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{
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bank->setConfig(generateConfig(node, rng));
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break;
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}
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}
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}
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CBankInfo::CBankInfo(const JsonVector & Config) :
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config(Config)
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{
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assert(!Config.empty());
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}
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static void addStackToArmy(IObjectInfo::CArmyStructure & army, const CCreature * crea, si32 amount)
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{
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army.totalStrength += crea->getFightValue() * amount;
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bool walker = true;
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if(crea->hasBonusOfType(BonusType::SHOOTER))
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{
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army.shootersStrength += crea->getFightValue() * amount;
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walker = false;
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}
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if(crea->hasBonusOfType(BonusType::FLYING))
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{
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army.flyersStrength += crea->getFightValue() * amount;
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walker = false;
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}
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if(walker)
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army.walkersStrength += crea->getFightValue() * amount;
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}
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IObjectInfo::CArmyStructure CBankInfo::minGuards() const
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{
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std::vector<IObjectInfo::CArmyStructure> armies;
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for(auto configEntry : config)
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{
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auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
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IObjectInfo::CArmyStructure army;
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for(auto & stack : stacks)
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{
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assert(!stack.allowedCreatures.empty());
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auto weakest = boost::range::min_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
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{
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return a->getFightValue() < b->getFightValue();
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});
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addStackToArmy(army, *weakest, stack.minAmount);
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}
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armies.push_back(army);
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}
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return *boost::range::min_element(armies);
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}
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IObjectInfo::CArmyStructure CBankInfo::maxGuards() const
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{
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std::vector<IObjectInfo::CArmyStructure> armies;
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for(auto configEntry : config)
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{
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auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
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IObjectInfo::CArmyStructure army;
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for(auto & stack : stacks)
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{
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assert(!stack.allowedCreatures.empty());
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auto strongest = boost::range::max_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
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{
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return a->getFightValue() < b->getFightValue();
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});
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addStackToArmy(army, *strongest, stack.maxAmount);
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}
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armies.push_back(army);
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}
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return *boost::range::max_element(armies);
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}
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TPossibleGuards CBankInfo::getPossibleGuards() const
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{
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TPossibleGuards out;
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for(const JsonNode & configEntry : config)
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{
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const JsonNode & guardsInfo = configEntry["guards"];
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auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
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IObjectInfo::CArmyStructure army;
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for(auto stack : stacks)
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{
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army.totalStrength += stack.allowedCreatures.front()->getAIValue() * (stack.minAmount + stack.maxAmount) / 2;
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//TODO: add fields for flyers, walkers etc...
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}
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ui8 chance = static_cast<ui8>(configEntry["chance"].Float());
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out.push_back(std::make_pair(chance, army));
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}
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return out;
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}
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std::vector<PossibleReward<TResources>> CBankInfo::getPossibleResourcesReward() const
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{
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std::vector<PossibleReward<TResources>> result;
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for(const JsonNode & configEntry : config)
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{
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const JsonNode & resourcesInfo = configEntry["reward"]["resources"];
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if(!resourcesInfo.isNull())
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{
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result.emplace_back(configEntry["chance"].Integer(), TResources(resourcesInfo));
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}
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}
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return result;
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}
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std::vector<PossibleReward<CStackBasicDescriptor>> CBankInfo::getPossibleCreaturesReward() const
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{
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std::vector<PossibleReward<CStackBasicDescriptor>> aproximateReward;
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for(const JsonNode & configEntry : config)
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{
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const JsonNode & guardsInfo = configEntry["reward"]["creatures"];
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auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
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for(auto stack : stacks)
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{
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const auto * creature = stack.allowedCreatures.front();
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aproximateReward.emplace_back(configEntry["chance"].Integer(), CStackBasicDescriptor(creature, (stack.minAmount + stack.maxAmount) / 2));
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}
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}
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return aproximateReward;
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}
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bool CBankInfo::givesResources() const
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{
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for(const JsonNode & node : config)
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if(!node["reward"]["resources"].isNull())
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return true;
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return false;
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}
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bool CBankInfo::givesArtifacts() const
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{
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for(const JsonNode & node : config)
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if(!node["reward"]["artifacts"].isNull())
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return true;
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return false;
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}
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bool CBankInfo::givesCreatures() const
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{
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for(const JsonNode & node : config)
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if(!node["reward"]["creatures"].isNull())
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return true;
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return false;
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}
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bool CBankInfo::givesSpells() const
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{
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for(const JsonNode & node : config)
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if(!node["reward"]["spells"].isNull())
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return true;
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return false;
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}
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std::unique_ptr<IObjectInfo> CBankInstanceConstructor::getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const
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{
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return std::unique_ptr<IObjectInfo>(new CBankInfo(levels));
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}
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VCMI_LIB_NAMESPACE_END
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105
lib/mapObjectConstructors/CBankInstanceConstructor.h
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105
lib/mapObjectConstructors/CBankInstanceConstructor.h
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/*
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* CBankInstanceConstructor.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 "CDefaultObjectTypeHandler.h"
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#include "IObjectInfo.h"
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#include "../CCreatureSet.h"
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#include "../ResourceSet.h"
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#include "../mapObjects/CBank.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct BankConfig
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{
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ui32 value = 0; //overall value of given things
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ui32 chance = 0; //chance for this level being chosen
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ui32 upgradeChance = 0; //chance for creatures to be in upgraded versions
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ui32 combatValue = 0; //how hard are guards of this level
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std::vector<CStackBasicDescriptor> guards; //creature ID, amount
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ResourceSet resources; //resources given in case of victory
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std::vector<CStackBasicDescriptor> creatures; //creatures granted in case of victory (creature ID, amount)
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std::vector<ArtifactID> artifacts; //artifacts given in case of victory
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std::vector<SpellID> spells; // granted spell(s), for Pyramid
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & chance;
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h & upgradeChance;
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h & guards;
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h & combatValue;
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h & resources;
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h & creatures;
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h & artifacts;
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h & value;
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h & spells;
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}
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};
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using TPossibleGuards = std::vector<std::pair<ui8, IObjectInfo::CArmyStructure>>;
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template <typename T>
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struct DLL_LINKAGE PossibleReward
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{
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int chance;
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T data;
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PossibleReward(int chance, const T & data) : chance(chance), data(data) {}
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};
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class DLL_LINKAGE CBankInfo : public IObjectInfo
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{
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const JsonVector & config;
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public:
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CBankInfo(const JsonVector & Config);
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TPossibleGuards getPossibleGuards() const;
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std::vector<PossibleReward<TResources>> getPossibleResourcesReward() const;
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std::vector<PossibleReward<CStackBasicDescriptor>> getPossibleCreaturesReward() const;
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// These functions should try to evaluate minimal possible/max possible guards to give provide information on possible thread to AI
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CArmyStructure minGuards() const override;
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CArmyStructure maxGuards() const override;
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bool givesResources() const override;
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bool givesArtifacts() const override;
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bool givesCreatures() const override;
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bool givesSpells() const override;
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};
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class CBankInstanceConstructor : public CDefaultObjectTypeHandler<CBank>
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{
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BankConfig generateConfig(const JsonNode & conf, CRandomGenerator & rng) const;
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JsonVector levels;
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protected:
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void initTypeData(const JsonNode & input) override;
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public:
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// all banks of this type will be reset N days after clearing,
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si32 bankResetDuration = 0;
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CGObjectInstance * create(std::shared_ptr<const ObjectTemplate> tmpl = nullptr) const override;
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void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const override;
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bool hasNameTextID() const override;
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std::unique_ptr<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & levels;
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h & bankResetDuration;
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h & static_cast<CDefaultObjectTypeHandler<CBank>&>(*this);
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}
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};
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VCMI_LIB_NAMESPACE_END
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52
lib/mapObjectConstructors/CDefaultObjectTypeHandler.h
Normal file
52
lib/mapObjectConstructors/CDefaultObjectTypeHandler.h
Normal file
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/*
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* CDefaultObjectTypeHandler.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 "AObjectTypeHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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/// Class that is used for objects that do not have dedicated handler
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template<class ObjectType>
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class CDefaultObjectTypeHandler : public AObjectTypeHandler
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{
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protected:
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ObjectType * createTyped(std::shared_ptr<const ObjectTemplate> tmpl /* = nullptr */) const
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{
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auto obj = new ObjectType();
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preInitObject(obj);
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//Set custom template or leave null
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if (tmpl)
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{
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obj->appearance = tmpl;
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}
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return obj;
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}
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public:
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CDefaultObjectTypeHandler() {}
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CGObjectInstance * create(std::shared_ptr<const ObjectTemplate> tmpl = nullptr) const override
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{
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return createTyped(tmpl);
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}
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virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const override
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{
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}
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virtual std::unique_ptr<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const override
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{
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return nullptr;
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}
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};
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VCMI_LIB_NAMESPACE_END
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@ -23,6 +23,7 @@
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#include "../mapObjectConstructors/CRewardableConstructor.h"
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#include "../mapObjectConstructors/CommonConstructors.h"
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#include "../mapObjectConstructors/CBankInstanceConstructor.h"
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#include "../mapObjects/CQuest.h"
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#include "../mapObjects/CGPandoraBox.h"
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#include "../mapObjects/ObjectTemplate.h"
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|
@ -22,7 +22,7 @@
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#include "../mapObjects/CGTownInstance.h"
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#include "../mapObjects/ObjectTemplate.h"
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#include "../mapping/CMapDefines.h"
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#include "JsonRandom.h"
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#include "../JsonRandom.h"
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VCMI_LIB_NAMESPACE_BEGIN
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|
||||
@ -356,241 +356,4 @@ void MarketInstanceConstructor::configureObject(CGObjectInstance * object, CRand
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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.meta, getNameTextID(), input["name"].String());
|
||||
|
||||
levels = input["levels"].Vector();
|
||||
bankResetDuration = static_cast<si32>(input["resetDuration"].Float());
|
||||
}
|
||||
|
||||
CGObjectInstance *CBankInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
|
||||
{
|
||||
return createTyped(tmpl);
|
||||
}
|
||||
|
||||
BankConfig CBankInstanceConstructor::generateConfig(const JsonNode & level, CRandomGenerator & rng) const
|
||||
{
|
||||
BankConfig bc;
|
||||
|
||||
bc.chance = static_cast<ui32>(level["chance"].Float());
|
||||
|
||||
bc.guards = JsonRandom::loadCreatures(level["guards"], rng);
|
||||
bc.upgradeChance = static_cast<ui32>(level["upgrade_chance"].Float());
|
||||
bc.combatValue = static_cast<ui32>(level["combat_value"].Float());
|
||||
|
||||
std::vector<SpellID> spells;
|
||||
for (size_t i=0; i<6; i++)
|
||||
IObjectInterface::cb->getAllowedSpells(spells, static_cast<ui16>(i));
|
||||
|
||||
bc.resources = ResourceSet(level["reward"]["resources"]);
|
||||
bc.creatures = JsonRandom::loadCreatures(level["reward"]["creatures"], rng);
|
||||
bc.artifacts = JsonRandom::loadArtifacts(level["reward"]["artifacts"], rng);
|
||||
bc.spells = JsonRandom::loadSpells(level["reward"]["spells"], rng, spells);
|
||||
|
||||
bc.value = static_cast<ui32>(level["value"].Float());
|
||||
|
||||
return bc;
|
||||
}
|
||||
|
||||
void CBankInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
|
||||
{
|
||||
auto * bank = dynamic_cast<CBank *>(object);
|
||||
|
||||
bank->resetDuration = bankResetDuration;
|
||||
|
||||
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)
|
||||
{
|
||||
bank->setConfig(generateConfig(node, rng));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CBankInfo::CBankInfo(const JsonVector & Config) :
|
||||
config(Config)
|
||||
{
|
||||
assert(!Config.empty());
|
||||
}
|
||||
|
||||
static void addStackToArmy(IObjectInfo::CArmyStructure & army, const CCreature * crea, si32 amount)
|
||||
{
|
||||
army.totalStrength += crea->getFightValue() * amount;
|
||||
|
||||
bool walker = true;
|
||||
if(crea->hasBonusOfType(BonusType::SHOOTER))
|
||||
{
|
||||
army.shootersStrength += crea->getFightValue() * amount;
|
||||
walker = false;
|
||||
}
|
||||
if(crea->hasBonusOfType(BonusType::FLYING))
|
||||
{
|
||||
army.flyersStrength += crea->getFightValue() * amount;
|
||||
walker = false;
|
||||
}
|
||||
if(walker)
|
||||
army.walkersStrength += crea->getFightValue() * amount;
|
||||
}
|
||||
|
||||
IObjectInfo::CArmyStructure CBankInfo::minGuards() const
|
||||
{
|
||||
std::vector<IObjectInfo::CArmyStructure> armies;
|
||||
for(auto configEntry : config)
|
||||
{
|
||||
auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
|
||||
IObjectInfo::CArmyStructure army;
|
||||
for(auto & stack : stacks)
|
||||
{
|
||||
assert(!stack.allowedCreatures.empty());
|
||||
auto weakest = boost::range::min_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
|
||||
{
|
||||
return a->getFightValue() < b->getFightValue();
|
||||
});
|
||||
addStackToArmy(army, *weakest, stack.minAmount);
|
||||
}
|
||||
armies.push_back(army);
|
||||
}
|
||||
return *boost::range::min_element(armies);
|
||||
}
|
||||
|
||||
IObjectInfo::CArmyStructure CBankInfo::maxGuards() const
|
||||
{
|
||||
std::vector<IObjectInfo::CArmyStructure> armies;
|
||||
for(auto configEntry : config)
|
||||
{
|
||||
auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
|
||||
IObjectInfo::CArmyStructure army;
|
||||
for(auto & stack : stacks)
|
||||
{
|
||||
assert(!stack.allowedCreatures.empty());
|
||||
auto strongest = boost::range::max_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
|
||||
{
|
||||
return a->getFightValue() < b->getFightValue();
|
||||
});
|
||||
addStackToArmy(army, *strongest, stack.maxAmount);
|
||||
}
|
||||
armies.push_back(army);
|
||||
}
|
||||
return *boost::range::max_element(armies);
|
||||
}
|
||||
|
||||
TPossibleGuards CBankInfo::getPossibleGuards() const
|
||||
{
|
||||
TPossibleGuards out;
|
||||
|
||||
for(const JsonNode & configEntry : config)
|
||||
{
|
||||
const JsonNode & guardsInfo = configEntry["guards"];
|
||||
auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
|
||||
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() const
|
||||
{
|
||||
std::vector<PossibleReward<CStackBasicDescriptor>> aproximateReward;
|
||||
|
||||
for(const JsonNode & configEntry : config)
|
||||
{
|
||||
const JsonNode & guardsInfo = configEntry["reward"]["creatures"];
|
||||
auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
|
||||
|
||||
for(auto stack : stacks)
|
||||
{
|
||||
const auto * creature = stack.allowedCreatures.front();
|
||||
|
||||
aproximateReward.emplace_back(configEntry["chance"].Integer(), CStackBasicDescriptor(creature, (stack.minAmount + stack.maxAmount) / 2));
|
||||
}
|
||||
}
|
||||
|
||||
return aproximateReward;
|
||||
}
|
||||
|
||||
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
|
||||
|
@ -10,14 +10,13 @@
|
||||
#pragma once
|
||||
|
||||
#include "AObjectTypeHandler.h"
|
||||
#include "CDefaultObjectTypeHandler.h"
|
||||
|
||||
#include "../mapObjects/CGMarket.h"
|
||||
#include "../mapObjects/MiscObjects.h"
|
||||
#include "../mapObjects/CGHeroInstance.h"
|
||||
#include "../mapObjects/CGTownInstance.h"
|
||||
#include "../mapObjects/CBank.h"
|
||||
#include "../LogicalExpression.h"
|
||||
#include "IObjectInfo.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
@ -30,42 +29,6 @@ class CBank;
|
||||
class CFaction;
|
||||
class CStackBasicDescriptor;
|
||||
|
||||
/// Class that is used for objects that do not have dedicated handler
|
||||
template<class ObjectType>
|
||||
class CDefaultObjectTypeHandler : public AObjectTypeHandler
|
||||
{
|
||||
protected:
|
||||
ObjectType * createTyped(std::shared_ptr<const ObjectTemplate> tmpl /* = nullptr */) const
|
||||
{
|
||||
auto obj = new ObjectType();
|
||||
preInitObject(obj);
|
||||
|
||||
//Set custom template or leave null
|
||||
if (tmpl)
|
||||
{
|
||||
obj->appearance = tmpl;
|
||||
}
|
||||
|
||||
return obj;
|
||||
}
|
||||
public:
|
||||
CDefaultObjectTypeHandler() {}
|
||||
|
||||
CGObjectInstance * create(std::shared_ptr<const ObjectTemplate> tmpl = nullptr) const override
|
||||
{
|
||||
return createTyped(tmpl);
|
||||
}
|
||||
|
||||
virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const override
|
||||
{
|
||||
}
|
||||
|
||||
virtual std::unique_ptr<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const override
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
};
|
||||
|
||||
class CObstacleConstructor : public CDefaultObjectTypeHandler<CGObjectInstance>
|
||||
{
|
||||
public:
|
||||
@ -178,90 +141,6 @@ public:
|
||||
}
|
||||
};
|
||||
|
||||
struct BankConfig
|
||||
{
|
||||
ui32 value = 0; //overall value of given things
|
||||
ui32 chance = 0; //chance for this level being chosen
|
||||
ui32 upgradeChance = 0; //chance for creatures to be in upgraded versions
|
||||
ui32 combatValue = 0; //how hard are guards of this level
|
||||
std::vector<CStackBasicDescriptor> guards; //creature ID, amount
|
||||
ResourceSet resources; //resources given in case of victory
|
||||
std::vector<CStackBasicDescriptor> creatures; //creatures granted in case of victory (creature ID, amount)
|
||||
std::vector<ArtifactID> artifacts; //artifacts given in case of victory
|
||||
std::vector<SpellID> spells; // granted spell(s), for Pyramid
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & chance;
|
||||
h & upgradeChance;
|
||||
h & guards;
|
||||
h & combatValue;
|
||||
h & resources;
|
||||
h & creatures;
|
||||
h & artifacts;
|
||||
h & value;
|
||||
h & spells;
|
||||
}
|
||||
};
|
||||
|
||||
using TPossibleGuards = std::vector<std::pair<ui8, IObjectInfo::CArmyStructure>>;
|
||||
|
||||
template <typename T>
|
||||
struct DLL_LINKAGE PossibleReward
|
||||
{
|
||||
int chance;
|
||||
T data;
|
||||
|
||||
PossibleReward(int chance, const T & data) : chance(chance), data(data) {}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CBankInfo : public IObjectInfo
|
||||
{
|
||||
const JsonVector & config;
|
||||
public:
|
||||
CBankInfo(const JsonVector & Config);
|
||||
|
||||
TPossibleGuards getPossibleGuards() const;
|
||||
std::vector<PossibleReward<TResources>> getPossibleResourcesReward() const;
|
||||
std::vector<PossibleReward<CStackBasicDescriptor>> getPossibleCreaturesReward() const;
|
||||
|
||||
// These functions should try to evaluate minimal possible/max possible guards to give provide information on possible thread to AI
|
||||
CArmyStructure minGuards() const override;
|
||||
CArmyStructure maxGuards() const override;
|
||||
|
||||
bool givesResources() const override;
|
||||
bool givesArtifacts() const override;
|
||||
bool givesCreatures() const override;
|
||||
bool givesSpells() const override;
|
||||
};
|
||||
|
||||
class CBankInstanceConstructor : public CDefaultObjectTypeHandler<CBank>
|
||||
{
|
||||
BankConfig generateConfig(const JsonNode & conf, CRandomGenerator & rng) const;
|
||||
|
||||
JsonVector levels;
|
||||
protected:
|
||||
void initTypeData(const JsonNode & input) override;
|
||||
|
||||
public:
|
||||
// all banks of this type will be reset N days after clearing,
|
||||
si32 bankResetDuration = 0;
|
||||
|
||||
CGObjectInstance * create(std::shared_ptr<const ObjectTemplate> tmpl = nullptr) const override;
|
||||
void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const override;
|
||||
|
||||
bool hasNameTextID() const override;
|
||||
|
||||
std::unique_ptr<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const override;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & levels;
|
||||
h & bankResetDuration;
|
||||
h & static_cast<CDefaultObjectTypeHandler<CBank>&>(*this);
|
||||
}
|
||||
};
|
||||
|
||||
class MarketInstanceConstructor : public CDefaultObjectTypeHandler<CGMarket>
|
||||
{
|
||||
protected:
|
||||
|
@ -18,7 +18,7 @@
|
||||
#include "../CGeneralTextHandler.h"
|
||||
#include "../CSoundBase.h"
|
||||
#include "../mapObjectConstructors/CObjectClassesHandler.h"
|
||||
#include "../mapObjectConstructors/CommonConstructors.h"
|
||||
#include "../mapObjectConstructors/CBankInstanceConstructor.h"
|
||||
#include "../IGameCallback.h"
|
||||
#include "../CGameState.h"
|
||||
|
||||
|
@ -20,6 +20,7 @@
|
||||
#include "../CModHandler.h" //needed?
|
||||
#include "../mapObjectConstructors/CRewardableConstructor.h"
|
||||
#include "../mapObjectConstructors/CommonConstructors.h"
|
||||
#include "../mapObjectConstructors/CBankInstanceConstructor.h"
|
||||
#include "../mapObjects/MapObjects.h"
|
||||
#include "../mapObjects/CGTownBuilding.h"
|
||||
#include "../mapObjects/ObjectTemplate.h"
|
||||
|
Loading…
Reference in New Issue
Block a user