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- Option to configure monster types spawning in a zone
- 25% chance to get neutral faction in zone with no town
This commit is contained in:
@@ -47,7 +47,7 @@ void CJsonRmgTemplateLoader::loadTemplates()
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// Parse zones
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std::map<TRmgTemplateZoneId, CRmgTemplateZone *> zones;
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for(const auto & zonePair : templateNode["zones"].Struct())
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for (const auto & zonePair : templateNode["zones"].Struct())
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{
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auto zone = new CRmgTemplateZone();
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auto zoneId = boost::lexical_cast<TRmgTemplateZoneId>(zonePair.first);
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@@ -56,7 +56,7 @@ void CJsonRmgTemplateLoader::loadTemplates()
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const auto & zoneNode = zonePair.second;
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zone->setType(parseZoneType(zoneNode["type"].String()));
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zone->setSize(zoneNode["size"].Float());
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if(!zoneNode["owner"].isNull()) zone->setOwner(zoneNode["owner"].Float());
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if (!zoneNode["owner"].isNull()) zone->setOwner(zoneNode["owner"].Float());
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zone->setPlayerTowns(parseTemplateZoneTowns(zoneNode["playerTowns"]));
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zone->setNeutralTowns(parseTemplateZoneTowns(zoneNode["neutralTowns"]));
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@@ -65,32 +65,42 @@ void CJsonRmgTemplateLoader::loadTemplates()
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zone->setTerrainTypes(parseTerrainTypes(zoneNode["terrainTypes"].Vector(), zone->getDefaultTerrainTypes()));
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zone->setTownsAreSameType((zoneNode["townsAreSameType"].Bool()));
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std::set<TFaction> allowedTownTypes;
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if (zoneNode["allowedTowns"].isNull())
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allowedTownTypes = zone->getDefaultTownTypes();
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else
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for (int i = 0; i < 2; ++i)
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{
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for (const JsonNode & allowedTown : zoneNode["allowedTowns"].Vector())
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std::set<TFaction> allowedTownTypes;
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if (zoneNode[i ? "allowedTowns" : "allowedMonsters"].isNull())
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{
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//complain if the town type is not present in our game
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boost::optional<si32> id = VLC->modh->identifiers.getIdentifier("faction", allowedTown, false);
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if (id.is_initialized())
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allowedTownTypes.insert (id.get());
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if (i)
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allowedTownTypes = zone->getDefaultTownTypes();
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else
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allowedTownTypes = VLC->townh->getAllowedFactions(false);
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}
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else
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{
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for (const JsonNode & allowedTown : zoneNode[i ? "allowedTowns" : "allowedMonsters"].Vector())
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{
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//complain if the town type is not present in our game
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boost::optional<si32> id = VLC->modh->identifiers.getIdentifier("faction", allowedTown, false);
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if (id.is_initialized())
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allowedTownTypes.insert(id.get());
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}
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}
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}
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if (!zoneNode["bannedTowns"].isNull())
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{
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for (const JsonNode & bannedTown : zoneNode["bannedTowns"].Vector())
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if (!zoneNode[i ? "bannedTowns" : "bannedMonsters"].isNull())
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{
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//erase unindentified towns silently
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boost::optional<si32> id = VLC->modh->identifiers.getIdentifier("faction", bannedTown, true);
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if (id.is_initialized())
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vstd::erase_if_present(allowedTownTypes, id.get());
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for (const JsonNode & bannedTown : zoneNode[i ? "bannedTowns" : "bannedMonsters"].Vector())
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{
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//erase unindentified towns silently
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boost::optional<si32> id = VLC->modh->identifiers.getIdentifier("faction", bannedTown, true);
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if (id.is_initialized())
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vstd::erase_if_present(allowedTownTypes, id.get());
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}
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}
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if (i)
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zone->setTownTypes(allowedTownTypes);
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else
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zone->setMonsterTypes(allowedTownTypes);
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}
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assert(allowedTownTypes.size());
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zone->setTownTypes (allowedTownTypes);
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const std::string monsterStrength = zoneNode["monsters"].String();
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if (monsterStrength == "weak")
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