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https://github.com/vcmi/vcmi.git
synced 2025-11-27 22:49:25 +02:00
revert handlers
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@@ -31,7 +31,7 @@ ResourceSet::ResourceSet(const ResourceSet& rhs)
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void ResourceSet::resizeContainer()
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void ResourceSet::resizeContainer()
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{
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{
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container.resize(LIBRARY->resourceTypeHandler->getAllObjects().size());
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container.resize(std::max(static_cast<int>(LIBRARY->resourceTypeHandler->getAllObjects().size()), GameConstants::RESOURCE_QUANTITY));
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}
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}
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void ResourceSet::resolveFromJson(const JsonNode & node)
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void ResourceSet::resolveFromJson(const JsonNode & node)
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@@ -74,7 +74,8 @@ std::vector<GameResID> ResourceTypeHandler::getAllObjects() const
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std::vector<GameResID> result;
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std::vector<GameResID> result;
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for (const auto & resource : objects)
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for (const auto & resource : objects)
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result.push_back(resource->getId());
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if(resource)
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result.push_back(resource->getId());
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return result;
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return result;
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}
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}
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@@ -243,29 +243,28 @@ void ContentTypeHandler::afterLoadFinalization()
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void CContentHandler::init()
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void CContentHandler::init()
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{
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{
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handlers.push_back(std::make_pair("resources", ContentTypeHandler(LIBRARY->resourceTypeHandler.get(), "resources"))); // needs to loaded first because needed by other handlers
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handlers.insert(std::make_pair("heroClasses", ContentTypeHandler(LIBRARY->heroclassesh.get(), "heroClass")));
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handlers.insert(std::make_pair("artifacts", ContentTypeHandler(LIBRARY->arth.get(), "artifact")));
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handlers.push_back(std::make_pair("heroClasses", ContentTypeHandler(LIBRARY->heroclassesh.get(), "heroClass")));
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handlers.insert(std::make_pair("bonuses", ContentTypeHandler(LIBRARY->bth.get(), "bonus")));
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handlers.push_back(std::make_pair("artifacts", ContentTypeHandler(LIBRARY->arth.get(), "artifact")));
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handlers.insert(std::make_pair("creatures", ContentTypeHandler(LIBRARY->creh.get(), "creature")));
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handlers.push_back(std::make_pair("bonuses", ContentTypeHandler(LIBRARY->bth.get(), "bonus")));
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handlers.insert(std::make_pair("campaignRegions", ContentTypeHandler(LIBRARY->campaignRegions.get(), "campaignRegion")));
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handlers.push_back(std::make_pair("creatures", ContentTypeHandler(LIBRARY->creh.get(), "creature")));
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handlers.insert(std::make_pair("factions", ContentTypeHandler(LIBRARY->townh.get(), "faction")));
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handlers.push_back(std::make_pair("campaignRegions", ContentTypeHandler(LIBRARY->campaignRegions.get(), "campaignRegion")));
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handlers.insert(std::make_pair("objects", ContentTypeHandler(LIBRARY->objtypeh.get(), "object")));
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handlers.push_back(std::make_pair("factions", ContentTypeHandler(LIBRARY->townh.get(), "faction")));
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handlers.insert(std::make_pair("heroes", ContentTypeHandler(LIBRARY->heroh.get(), "hero")));
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handlers.push_back(std::make_pair("objects", ContentTypeHandler(LIBRARY->objtypeh.get(), "object")));
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handlers.insert(std::make_pair("spells", ContentTypeHandler(LIBRARY->spellh.get(), "spell")));
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handlers.push_back(std::make_pair("heroes", ContentTypeHandler(LIBRARY->heroh.get(), "hero")));
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handlers.insert(std::make_pair("spellSchools", ContentTypeHandler(LIBRARY->spellSchoolHandler.get(), "spellSchool")));
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handlers.push_back(std::make_pair("spells", ContentTypeHandler(LIBRARY->spellh.get(), "spell")));
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handlers.insert(std::make_pair("skills", ContentTypeHandler(LIBRARY->skillh.get(), "skill")));
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handlers.push_back(std::make_pair("spellSchools", ContentTypeHandler(LIBRARY->spellSchoolHandler.get(), "spellSchool")));
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handlers.insert(std::make_pair("templates", ContentTypeHandler(LIBRARY->tplh.get(), "template")));
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handlers.push_back(std::make_pair("skills", ContentTypeHandler(LIBRARY->skillh.get(), "skill")));
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handlers.push_back(std::make_pair("templates", ContentTypeHandler(LIBRARY->tplh.get(), "template")));
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#if SCRIPTING_ENABLED
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#if SCRIPTING_ENABLED
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handlers.push_back(std::make_pair("scripts", ContentTypeHandler(LIBRARY->scriptHandler.get(), "script")));
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handlers.insert(std::make_pair("scripts", ContentTypeHandler(LIBRARY->scriptHandler.get(), "script")));
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#endif
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#endif
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handlers.push_back(std::make_pair("battlefields", ContentTypeHandler(LIBRARY->battlefieldsHandler.get(), "battlefield")));
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handlers.insert(std::make_pair("battlefields", ContentTypeHandler(LIBRARY->battlefieldsHandler.get(), "battlefield")));
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handlers.push_back(std::make_pair("terrains", ContentTypeHandler(LIBRARY->terrainTypeHandler.get(), "terrain")));
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handlers.insert(std::make_pair("terrains", ContentTypeHandler(LIBRARY->terrainTypeHandler.get(), "terrain")));
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handlers.push_back(std::make_pair("rivers", ContentTypeHandler(LIBRARY->riverTypeHandler.get(), "river")));
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handlers.insert(std::make_pair("rivers", ContentTypeHandler(LIBRARY->riverTypeHandler.get(), "river")));
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handlers.push_back(std::make_pair("roads", ContentTypeHandler(LIBRARY->roadTypeHandler.get(), "road")));
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handlers.insert(std::make_pair("roads", ContentTypeHandler(LIBRARY->roadTypeHandler.get(), "road")));
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handlers.push_back(std::make_pair("obstacles", ContentTypeHandler(LIBRARY->obstacleHandler.get(), "obstacle")));
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handlers.insert(std::make_pair("obstacles", ContentTypeHandler(LIBRARY->obstacleHandler.get(), "obstacle")));
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handlers.push_back(std::make_pair("biomes", ContentTypeHandler(LIBRARY->biomeHandler.get(), "biome")));
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handlers.insert(std::make_pair("biomes", ContentTypeHandler(LIBRARY->biomeHandler.get(), "biome")));
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handlers.insert(std::make_pair("resources", ContentTypeHandler(LIBRARY->resourceTypeHandler.get(), "resources")));
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}
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}
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bool CContentHandler::preloadData(const ModDescription & mod, bool validate)
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bool CContentHandler::preloadData(const ModDescription & mod, bool validate)
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@@ -310,15 +309,7 @@ void CContentHandler::afterLoadFinalization()
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const ContentTypeHandler & CContentHandler::operator[](const std::string & name) const
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const ContentTypeHandler & CContentHandler::operator[](const std::string & name) const
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{
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{
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auto it = std::find_if(handlers.begin(), handlers.end(), [&name](const auto& pair)
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return handlers.at(name);
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{
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return pair.first == name;
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});
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if (it != handlers.end()) {
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return it->second;
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}
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throw std::out_of_range("Handler not found for name: " + name);
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}
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}
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VCMI_LIB_NAMESPACE_END
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VCMI_LIB_NAMESPACE_END
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@@ -50,7 +50,7 @@ public:
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/// class used to load all game data into handlers. Used only during loading
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/// class used to load all game data into handlers. Used only during loading
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class DLL_LINKAGE CContentHandler
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class DLL_LINKAGE CContentHandler
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{
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{
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std::vector<std::pair<std::string, ContentTypeHandler>> handlers;
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std::map<std::string, ContentTypeHandler> handlers;
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public:
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public:
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void init();
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void init();
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