mirror of
https://github.com/vcmi/vcmi.git
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Split some map object files into smaller files. Reduced includes usage.
This commit is contained in:
594
lib/mapObjectConstructors/CommonConstructors.cpp
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594
lib/mapObjectConstructors/CommonConstructors.cpp
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@ -0,0 +1,594 @@
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/*
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* CommonConstructors.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 "CommonConstructors.h"
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#include "../CCreatureHandler.h"
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#include "../CGeneralTextHandler.h"
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#include "../CHeroHandler.h"
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#include "../CModHandler.h"
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#include "../IGameCallback.h"
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#include "../StringConstants.h"
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#include "../TerrainHandler.h"
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#include "../mapObjects/CBank.h"
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#include "../mapObjects/CGHeroInstance.h"
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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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VCMI_LIB_NAMESPACE_BEGIN
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bool CObstacleConstructor::isStaticObject()
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{
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return true;
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}
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void CTownInstanceConstructor::initTypeData(const JsonNode & input)
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{
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VLC->modh->identifiers.requestIdentifier("faction", input["faction"], [&](si32 index)
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{
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faction = (*VLC->townh)[index];
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});
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filtersJson = input["filters"];
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// change scope of "filters" to scope of object that is being loaded
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// since this filters require to resolve building ID's
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filtersJson.setMeta(input["faction"].meta);
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}
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void CTownInstanceConstructor::afterLoadFinalization()
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{
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assert(faction);
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for(const auto & entry : filtersJson.Struct())
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{
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filters[entry.first] = LogicalExpression<BuildingID>(entry.second, [this](const JsonNode & node)
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{
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return BuildingID(VLC->modh->identifiers.getIdentifier("building." + faction->getJsonKey(), node.Vector()[0]).value());
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});
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}
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}
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bool CTownInstanceConstructor::objectFilter(const CGObjectInstance * object, std::shared_ptr<const ObjectTemplate> templ) const
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{
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const auto * town = dynamic_cast<const CGTownInstance *>(object);
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auto buildTest = [&](const BuildingID & id)
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{
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return town->hasBuilt(id);
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};
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return filters.count(templ->stringID) != 0 && filters.at(templ->stringID).test(buildTest);
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}
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CGObjectInstance * CTownInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
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{
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CGTownInstance * obj = createTyped(tmpl);
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obj->town = faction->town;
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obj->tempOwner = PlayerColor::NEUTRAL;
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return obj;
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}
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void CTownInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
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{
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auto templ = getOverride(CGObjectInstance::cb->getTile(object->pos)->terType->getId(), object);
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if(templ)
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object->appearance = templ;
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}
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void CHeroInstanceConstructor::initTypeData(const JsonNode & input)
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{
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VLC->modh->identifiers.requestIdentifier(
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"heroClass",
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input["heroClass"],
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[&](si32 index) { heroClass = VLC->heroh->classes[index]; });
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filtersJson = input["filters"];
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}
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void CHeroInstanceConstructor::afterLoadFinalization()
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{
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for(const auto & entry : filtersJson.Struct())
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{
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filters[entry.first] = LogicalExpression<HeroTypeID>(entry.second, [](const JsonNode & node)
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{
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return HeroTypeID(VLC->modh->identifiers.getIdentifier("hero", node.Vector()[0]).value());
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});
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}
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}
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bool CHeroInstanceConstructor::objectFilter(const CGObjectInstance * object, std::shared_ptr<const ObjectTemplate> templ) const
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{
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const auto * hero = dynamic_cast<const CGHeroInstance *>(object);
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auto heroTest = [&](const HeroTypeID & id)
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{
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return hero->type->getId() == id;
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};
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if(filters.count(templ->stringID))
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{
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return filters.at(templ->stringID).test(heroTest);
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}
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return false;
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}
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CGObjectInstance * CHeroInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
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{
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CGHeroInstance * obj = createTyped(tmpl);
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obj->type = nullptr; //FIXME: set to valid value. somehow.
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return obj;
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}
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void CHeroInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
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{
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}
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bool CDwellingInstanceConstructor::hasNameTextID() const
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{
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return true;
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}
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void CDwellingInstanceConstructor::initTypeData(const JsonNode & input)
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{
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if (input.Struct().count("name") == 0)
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logMod->warn("Dwelling %s missing name!", getJsonKey());
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VLC->generaltexth->registerString( input.meta, getNameTextID(), input["name"].String());
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const JsonVector & levels = input["creatures"].Vector();
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const auto totalLevels = levels.size();
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availableCreatures.resize(totalLevels);
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for(auto currentLevel = 0; currentLevel < totalLevels; currentLevel++)
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{
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const JsonVector & creaturesOnLevel = levels[currentLevel].Vector();
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const auto creaturesNumber = creaturesOnLevel.size();
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availableCreatures[currentLevel].resize(creaturesNumber);
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for(auto currentCreature = 0; currentCreature < creaturesNumber; currentCreature++)
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{
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VLC->modh->identifiers.requestIdentifier("creature", creaturesOnLevel[currentCreature], [=] (si32 index)
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{
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availableCreatures[currentLevel][currentCreature] = VLC->creh->objects[index];
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});
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}
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assert(!availableCreatures[currentLevel].empty());
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}
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guards = input["guards"];
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}
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bool CDwellingInstanceConstructor::objectFilter(const CGObjectInstance * obj, std::shared_ptr<const ObjectTemplate> tmpl) const
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{
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return false;
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}
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CGObjectInstance * CDwellingInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
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{
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CGDwelling * obj = createTyped(tmpl);
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obj->creatures.resize(availableCreatures.size());
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for(const auto & entry : availableCreatures)
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{
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for(const CCreature * cre : entry)
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obj->creatures.back().second.push_back(cre->getId());
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}
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return obj;
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}
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void CDwellingInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator &rng) const
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{
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auto * dwelling = dynamic_cast<CGDwelling *>(object);
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dwelling->creatures.clear();
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dwelling->creatures.reserve(availableCreatures.size());
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for(const auto & entry : availableCreatures)
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{
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dwelling->creatures.resize(dwelling->creatures.size() + 1);
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for(const CCreature * cre : entry)
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dwelling->creatures.back().second.push_back(cre->getId());
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}
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bool guarded = false; //TODO: serialize for sanity
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if(guards.getType() == JsonNode::JsonType::DATA_BOOL) //simple switch
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{
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if(guards.Bool())
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{
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guarded = true;
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}
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}
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else if(guards.getType() == JsonNode::JsonType::DATA_VECTOR) //custom guards (eg. Elemental Conflux)
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{
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for(auto & stack : JsonRandom::loadCreatures(guards, rng))
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{
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dwelling->putStack(SlotID(dwelling->stacksCount()), new CStackInstance(stack.type->getId(), stack.count));
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}
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}
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else //default condition - creatures are of level 5 or higher
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{
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for(auto creatureEntry : availableCreatures)
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{
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if(creatureEntry.at(0)->getLevel() >= 5)
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{
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guarded = true;
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break;
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}
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}
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}
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if(guarded)
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{
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for(auto creatureEntry : availableCreatures)
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{
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const CCreature * crea = creatureEntry.at(0);
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dwelling->putStack(SlotID(dwelling->stacksCount()), new CStackInstance(crea->getId(), crea->getGrowth() * 3));
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}
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}
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}
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bool CDwellingInstanceConstructor::producesCreature(const CCreature * crea) const
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{
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for(const auto & entry : availableCreatures)
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{
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for(const CCreature * cre : entry)
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if(crea == cre)
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return true;
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}
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return false;
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}
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std::vector<const CCreature *> CDwellingInstanceConstructor::getProducedCreatures() const
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{
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std::vector<const CCreature *> creatures; //no idea why it's 2D, to be honest
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for(const auto & entry : availableCreatures)
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{
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for(const CCreature * cre : entry)
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creatures.push_back(cre);
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}
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return creatures;
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}
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void BoatInstanceConstructor::initTypeData(const JsonNode & input)
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{
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layer = EPathfindingLayer::SAIL;
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int pos = vstd::find_pos(NPathfindingLayer::names, input["layer"].String());
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if(pos != -1)
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layer = EPathfindingLayer(pos);
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onboardAssaultAllowed = input["onboardAssaultAllowed"].Bool();
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onboardVisitAllowed = input["onboardVisitAllowed"].Bool();
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actualAnimation = input["actualAnimation"].String();
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overlayAnimation = input["overlayAnimation"].String();
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for(int i = 0; i < flagAnimations.size() && i < input["flagAnimations"].Vector().size(); ++i)
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flagAnimations[i] = input["flagAnimations"].Vector()[i].String();
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bonuses = JsonRandom::loadBonuses(input["bonuses"]);
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}
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CGObjectInstance * BoatInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
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{
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CGBoat * boat = createTyped(tmpl);
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boat->layer = layer;
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boat->actualAnimation = actualAnimation;
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boat->overlayAnimation = overlayAnimation;
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boat->flagAnimations = flagAnimations;
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for(auto & b : bonuses)
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boat->addNewBonus(std::make_shared<Bonus>(b));
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return boat;
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}
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void BoatInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
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{
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}
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void MarketInstanceConstructor::initTypeData(const JsonNode & input)
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{
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for(auto & element : input["modes"].Vector())
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{
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if(MappedKeys::MARKET_NAMES_TO_TYPES.count(element.String()))
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marketModes.insert(MappedKeys::MARKET_NAMES_TO_TYPES.at(element.String()));
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}
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marketEfficiency = input["efficiency"].isNull() ? 5 : input["efficiency"].Integer();
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predefinedOffer = input["offer"];
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title = input["title"].String();
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speech = input["speech"].String();
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}
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CGObjectInstance * MarketInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
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{
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CGMarket * market = nullptr;
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if(marketModes.size() == 1)
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{
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switch(*marketModes.begin())
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{
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case EMarketMode::ARTIFACT_RESOURCE:
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case EMarketMode::RESOURCE_ARTIFACT:
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market = new CGBlackMarket;
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break;
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case EMarketMode::RESOURCE_SKILL:
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market = new CGUniversity;
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break;
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}
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}
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if(!market)
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market = new CGMarket;
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preInitObject(market);
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if(tmpl)
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market->appearance = tmpl;
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market->marketModes = marketModes;
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market->marketEfficiency = marketEfficiency;
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market->title = market->getObjectName();
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if(!title.empty())
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market->title = VLC->generaltexth->translate(title);
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if (!speech.empty())
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market->speech = VLC->generaltexth->translate(speech);
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return market;
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}
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void MarketInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
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{
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if(auto * university = dynamic_cast<CGUniversity *>(object))
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{
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for(auto skill : JsonRandom::loadSecondary(predefinedOffer, rng))
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university->skills.push_back(skill.first.getNum());
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}
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}
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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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for (size_t i=0; i<6; i++)
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IObjectInterface::cb->getAllowedSpells(spells, static_cast<ui16>(i));
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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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CBankInfo::CBankInfo(const JsonVector & Config) :
|
||||
config(Config)
|
||||
{
|
||||
assert(!Config.empty());
|
||||
}
|
||||
|
||||
static void addStackToArmy(IObjectInfo::CArmyStructure & army, const CCreature * crea, si32 amount)
|
||||
{
|
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army.totalStrength += crea->getFightValue() * amount;
|
||||
|
||||
bool walker = true;
|
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if(crea->hasBonusOfType(BonusType::SHOOTER))
|
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{
|
||||
army.shootersStrength += crea->getFightValue() * amount;
|
||||
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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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
|
Reference in New Issue
Block a user