/* * CTownHandler.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CTownHandler.h" #include "VCMI_Lib.h" #include "CGeneralTextHandler.h" #include "constants/StringConstants.h" #include "CCreatureHandler.h" #include "CHeroHandler.h" #include "CArtHandler.h" #include "GameSettings.h" #include "TerrainHandler.h" #include "spells/CSpellHandler.h" #include "filesystem/Filesystem.h" #include "bonuses/Bonus.h" #include "bonuses/Propagators.h" #include "json/JsonBonus.h" #include "ResourceSet.h" #include "mapObjectConstructors/AObjectTypeHandler.h" #include "mapObjectConstructors/CObjectClassesHandler.h" #include "modding/IdentifierStorage.h" #include "modding/ModScope.h" VCMI_LIB_NAMESPACE_BEGIN const int NAMES_PER_TOWN=16; // number of town names per faction in H3 files. Json can define any number const std::map CBuilding::MODES = { { "normal", CBuilding::BUILD_NORMAL }, { "auto", CBuilding::BUILD_AUTO }, { "special", CBuilding::BUILD_SPECIAL }, { "grail", CBuilding::BUILD_GRAIL } }; const std::map CBuilding::TOWER_TYPES = { { "low", CBuilding::HEIGHT_LOW }, { "average", CBuilding::HEIGHT_AVERAGE }, { "high", CBuilding::HEIGHT_HIGH }, { "skyship", CBuilding::HEIGHT_SKYSHIP } }; BuildingTypeUniqueID::BuildingTypeUniqueID(FactionID factionID, BuildingID buildingID ): BuildingTypeUniqueID(factionID.getNum() * 0x10000 + buildingID.getNum()) { assert(factionID.getNum() >= 0); assert(factionID.getNum() < 0x10000); assert(buildingID.getNum() >= 0); assert(buildingID.getNum() < 0x10000); } BuildingID BuildingTypeUniqueID::getBuilding() const { return BuildingID(getNum() % 0x10000); } FactionID BuildingTypeUniqueID::getFaction() const { return FactionID(getNum() / 0x10000); } const BuildingTypeUniqueID CBuilding::getUniqueTypeID() const { return BuildingTypeUniqueID(town->faction->getId(), bid); } std::string CBuilding::getJsonKey() const { return modScope + ':' + identifier; } std::string CBuilding::getNameTranslated() const { return VLC->generaltexth->translate(getNameTextID()); } std::string CBuilding::getDescriptionTranslated() const { return VLC->generaltexth->translate(getDescriptionTextID()); } std::string CBuilding::getBaseTextID() const { return TextIdentifier("building", modScope, town->faction->identifier, identifier).get(); } std::string CBuilding::getNameTextID() const { return TextIdentifier(getBaseTextID(), "name").get(); } std::string CBuilding::getDescriptionTextID() const { return TextIdentifier(getBaseTextID(), "description").get(); } BuildingID CBuilding::getBase() const { const CBuilding * build = this; while (build->upgrade != BuildingID::NONE) { build = build->town->buildings.at(build->upgrade); } return build->bid; } si32 CBuilding::getDistance(const BuildingID & buildID) const { const CBuilding * build = town->buildings.at(buildID); int distance = 0; while (build->upgrade != BuildingID::NONE && build != this) { build = build->town->buildings.at(build->upgrade); distance++; } if (build == this) return distance; return -1; } void CBuilding::addNewBonus(const std::shared_ptr & b, BonusList & bonusList) const { bonusList.push_back(b); } CFaction::~CFaction() { if (town) { delete town; town = nullptr; } } int32_t CFaction::getIndex() const { return index.getNum(); } int32_t CFaction::getIconIndex() const { return index.getNum(); //??? } std::string CFaction::getJsonKey() const { return modScope + ':' + identifier; } void CFaction::registerIcons(const IconRegistar & cb) const { if(town) { auto & info = town->clientInfo; cb(info.icons[0][0], 0, "ITPT", info.iconLarge[0][0]); cb(info.icons[0][1], 0, "ITPT", info.iconLarge[0][1]); cb(info.icons[1][0], 0, "ITPT", info.iconLarge[1][0]); cb(info.icons[1][1], 0, "ITPT", info.iconLarge[1][1]); cb(info.icons[0][0] + 2, 0, "ITPA", info.iconSmall[0][0]); cb(info.icons[0][1] + 2, 0, "ITPA", info.iconSmall[0][1]); cb(info.icons[1][0] + 2, 0, "ITPA", info.iconSmall[1][0]); cb(info.icons[1][1] + 2, 0, "ITPA", info.iconSmall[1][1]); cb(index.getNum(), 1, "CPRSMALL", info.towerIconSmall); cb(index.getNum(), 1, "TWCRPORT", info.towerIconLarge); } } std::string CFaction::getNameTranslated() const { return VLC->generaltexth->translate(getNameTextID()); } std::string CFaction::getNameTextID() const { return TextIdentifier("faction", modScope, identifier, "name").get(); } FactionID CFaction::getId() const { return FactionID(index); } FactionID CFaction::getFaction() const { return FactionID(index); } bool CFaction::hasTown() const { return town != nullptr; } EAlignment CFaction::getAlignment() const { return alignment; } BoatId CFaction::getBoatType() const { return boatType; } TerrainId CFaction::getNativeTerrain() const { return nativeTerrain; } void CFaction::updateFrom(const JsonNode & data) { } void CFaction::serializeJson(JsonSerializeFormat & handler) { } CTown::CTown() : faction(nullptr), mageLevel(0), primaryRes(0), moatAbility(SpellID::NONE), defaultTavernChance(0) { } CTown::~CTown() { for(auto & build : buildings) build.second.dellNull(); for(auto & str : clientInfo.structures) str.dellNull(); } std::string CTown::getRandomNameTextID(size_t index) const { return TextIdentifier("faction", faction->modScope, faction->identifier, "randomName", index).get(); } size_t CTown::getRandomNamesCount() const { return namesCount; } std::string CTown::getBuildingScope() const { if(faction == nullptr) //no faction == random faction return "building"; else return "building." + faction->getJsonKey(); } std::set CTown::getAllBuildings() const { std::set res; for(const auto & b : buildings) { res.insert(b.first.num); } return res; } const CBuilding * CTown::getSpecialBuilding(BuildingSubID::EBuildingSubID subID) const { for(const auto & kvp : buildings) { if(kvp.second->subId == subID) return buildings.at(kvp.first); } return nullptr; } BuildingID CTown::getBuildingType(BuildingSubID::EBuildingSubID subID) const { const auto * building = getSpecialBuilding(subID); return building == nullptr ? BuildingID::NONE : building->bid.num; } std::string CTown::getGreeting(BuildingSubID::EBuildingSubID subID) const { return CTownHandler::getMappedValue(subID, std::string(), specialMessages, false); } void CTown::setGreeting(BuildingSubID::EBuildingSubID subID, const std::string & message) const { specialMessages.insert(std::pair(subID, message)); } CTownHandler::CTownHandler(): randomTown(new CTown()), randomFaction(new CFaction()) { randomFaction->town = randomTown; randomTown->faction = randomFaction; randomFaction->identifier = "random"; randomFaction->modScope = "core"; } CTownHandler::~CTownHandler() { delete randomFaction; // will also delete randomTown } JsonNode readBuilding(CLegacyConfigParser & parser) { JsonNode ret; JsonNode & cost = ret["cost"]; //note: this code will try to parse mithril as well but wil always return 0 for it for(const std::string & resID : GameConstants::RESOURCE_NAMES) cost[resID].Float() = parser.readNumber(); cost.Struct().erase("mithril"); // erase mithril to avoid confusing validator parser.endLine(); return ret; } const TPropagatorPtr & CTownHandler::emptyPropagator() { static const TPropagatorPtr emptyProp(nullptr); return emptyProp; } std::vector CTownHandler::loadLegacyData() { size_t dataSize = VLC->settings()->getInteger(EGameSettings::TEXTS_FACTION); std::vector dest(dataSize); objects.resize(dataSize); auto getBuild = [&](size_t town, size_t building) -> JsonNode & { return dest[town]["town"]["buildings"][EBuildingType::names[building]]; }; CLegacyConfigParser parser(TextPath::builtin("DATA/BUILDING.TXT")); parser.endLine(); // header parser.endLine(); //Unique buildings for (size_t town=0; town & bidsToLoad) const { if (source.isNull()) return; BuildingRequirementsHelper hlp; hlp.building = building; hlp.town = building->town; hlp.json = source; bidsToLoad.push_back(hlp); } template R CTownHandler::getMappedValue(const K key, const R defval, const std::map & map, bool required) { auto it = map.find(key); if(it != map.end()) return it->second; if(required) logMod->warn("Warning: Property: '%s' is unknown. Correct the typo or update VCMI.", key); return defval; } template R CTownHandler::getMappedValue(const JsonNode & node, const R defval, const std::map & map, bool required) { if(!node.isNull() && node.getType() == JsonNode::JsonType::DATA_STRING) return getMappedValue(node.String(), defval, map, required); return defval; } void CTownHandler::addBonusesForVanilaBuilding(CBuilding * building) const { std::shared_ptr b; static const TPropagatorPtr playerPropagator = std::make_shared(CBonusSystemNode::ENodeTypes::PLAYER); if(building->bid == BuildingID::TAVERN) { b = createBonus(building, BonusType::MORALE, +1); } switch(building->subId) { case BuildingSubID::BROTHERHOOD_OF_SWORD: b = createBonus(building, BonusType::MORALE, +2); building->overrideBids.insert(BuildingID::TAVERN); break; case BuildingSubID::FOUNTAIN_OF_FORTUNE: b = createBonus(building, BonusType::LUCK, +2); break; case BuildingSubID::SPELL_POWER_GARRISON_BONUS: b = createBonus(building, BonusType::PRIMARY_SKILL, +2, BonusSubtypeID(PrimarySkill::SPELL_POWER)); break; case BuildingSubID::ATTACK_GARRISON_BONUS: b = createBonus(building, BonusType::PRIMARY_SKILL, +2, BonusSubtypeID(PrimarySkill::ATTACK)); break; case BuildingSubID::DEFENSE_GARRISON_BONUS: b = createBonus(building, BonusType::PRIMARY_SKILL, +2, BonusSubtypeID(PrimarySkill::DEFENSE)); break; case BuildingSubID::LIGHTHOUSE: b = createBonus(building, BonusType::MOVEMENT, +500, BonusCustomSubtype::heroMovementSea, playerPropagator); break; } if(b) building->addNewBonus(b, building->buildingBonuses); } std::shared_ptr CTownHandler::createBonus(CBuilding * build, BonusType type, int val) const { return createBonus(build, type, val, BonusSubtypeID(), emptyPropagator()); } std::shared_ptr CTownHandler::createBonus(CBuilding * build, BonusType type, int val, BonusSubtypeID subtype) const { return createBonus(build, type, val, subtype, emptyPropagator()); } std::shared_ptr CTownHandler::createBonus(CBuilding * build, BonusType type, int val, BonusSubtypeID subtype, const TPropagatorPtr & prop) const { auto b = std::make_shared(BonusDuration::PERMANENT, type, BonusSource::TOWN_STRUCTURE, val, build->getUniqueTypeID(), subtype); b->description.appendTextID(build->getNameTextID()); if(prop) b->addPropagator(prop); return b; } void CTownHandler::loadSpecialBuildingBonuses(const JsonNode & source, BonusList & bonusList, CBuilding * building) { for(const auto & b : source.Vector()) { auto bonus = std::make_shared(BonusDuration::PERMANENT, BonusType::NONE, BonusSource::TOWN_STRUCTURE, 0, BonusSourceID(building->getUniqueTypeID())); if(!JsonUtils::parseBonus(b, bonus.get())) continue; bonus->description.appendTextID(building->getNameTextID()); //JsonUtils::parseBuildingBonus produces UNKNOWN type propagator instead of empty. if(bonus->propagator != nullptr && bonus->propagator->getPropagatorType() == CBonusSystemNode::ENodeTypes::UNKNOWN) bonus->addPropagator(emptyPropagator()); building->addNewBonus(bonus, bonusList); } } void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, const JsonNode & source) { assert(stringID.find(':') == std::string::npos); assert(!source.getModScope().empty()); auto * ret = new CBuilding(); ret->bid = getMappedValue(stringID, BuildingID::NONE, MappedKeys::BUILDING_NAMES_TO_TYPES, false); ret->subId = BuildingSubID::NONE; if(ret->bid == BuildingID::NONE && !source["id"].isNull()) { // FIXME: A lot of false-positives with no clear way to handle them in mods //logMod->warn("Building %s: id field is deprecated", stringID); ret->bid = source["id"].isNull() ? BuildingID(BuildingID::NONE) : BuildingID(source["id"].Float()); } if (ret->bid == BuildingID::NONE) logMod->error("Building '%s' isn't recognized and won't work properly. Correct the typo or update VCMI.", stringID); ret->mode = ret->bid == BuildingID::GRAIL ? CBuilding::BUILD_GRAIL : getMappedValue(source["mode"], CBuilding::BUILD_NORMAL, CBuilding::MODES); ret->height = getMappedValue(source["height"], CBuilding::HEIGHT_NO_TOWER, CBuilding::TOWER_TYPES); ret->identifier = stringID; ret->modScope = source.getModScope(); ret->town = town; VLC->generaltexth->registerString(source.getModScope(), ret->getNameTextID(), source["name"].String()); VLC->generaltexth->registerString(source.getModScope(), ret->getDescriptionTextID(), source["description"].String()); ret->resources = TResources(source["cost"]); ret->produce = TResources(source["produce"]); if(ret->bid == BuildingID::TAVERN) addBonusesForVanilaBuilding(ret); else if(ret->bid.IsSpecialOrGrail()) { loadSpecialBuildingBonuses(source["bonuses"], ret->buildingBonuses, ret); if(ret->buildingBonuses.empty()) { ret->subId = getMappedValue(source["type"], BuildingSubID::NONE, MappedKeys::SPECIAL_BUILDINGS); addBonusesForVanilaBuilding(ret); } loadSpecialBuildingBonuses(source["onVisitBonuses"], ret->onVisitBonuses, ret); if(!ret->onVisitBonuses.empty()) { if(ret->subId == BuildingSubID::NONE) ret->subId = BuildingSubID::CUSTOM_VISITING_BONUS; for(auto & bonus : ret->onVisitBonuses) bonus->sid = BonusSourceID(ret->getUniqueTypeID()); } if(source["type"].String() == "configurable" && ret->subId == BuildingSubID::NONE) { ret->subId = BuildingSubID::CUSTOM_VISITING_REWARD; ret->rewardableObjectInfo.init(source, ret->getBaseTextID()); } } //MODS COMPATIBILITY FOR 0.96 if(!ret->produce.nonZero()) { switch (ret->bid.toEnum()) { break; case BuildingID::VILLAGE_HALL: ret->produce[EGameResID::GOLD] = 500; break; case BuildingID::TOWN_HALL : ret->produce[EGameResID::GOLD] = 1000; break; case BuildingID::CITY_HALL : ret->produce[EGameResID::GOLD] = 2000; break; case BuildingID::CAPITOL : ret->produce[EGameResID::GOLD] = 4000; break; case BuildingID::GRAIL : ret->produce[EGameResID::GOLD] = 5000; break; case BuildingID::RESOURCE_SILO : { switch (ret->town->primaryRes.toEnum()) { case EGameResID::GOLD: ret->produce[ret->town->primaryRes] = 500; break; case EGameResID::WOOD_AND_ORE: ret->produce[EGameResID::WOOD] = 1; ret->produce[EGameResID::ORE] = 1; break; default: ret->produce[ret->town->primaryRes] = 1; break; } } } } loadBuildingRequirements(ret, source["requires"], requirementsToLoad); if(ret->bid.IsSpecialOrGrail()) loadBuildingRequirements(ret, source["overrides"], overriddenBidsToLoad); if (!source["upgrades"].isNull()) { // building id and upgrades can't be the same if(stringID == source["upgrades"].String()) { throw std::runtime_error(boost::str(boost::format("Building with ID '%s' of town '%s' can't be an upgrade of the same building.") % stringID % ret->town->faction->getNameTranslated())); } VLC->identifiers()->requestIdentifier(ret->town->getBuildingScope(), source["upgrades"], [=](si32 identifier) { ret->upgrade = BuildingID(identifier); }); } else ret->upgrade = BuildingID::NONE; ret->town->buildings[ret->bid] = ret; registerObject(source.getModScope(), ret->town->getBuildingScope(), ret->identifier, ret->bid.getNum()); } void CTownHandler::loadBuildings(CTown * town, const JsonNode & source) { if(source.isStruct()) { for(const auto & node : source.Struct()) { if (!node.second.isNull()) loadBuilding(town, node.first, node.second); } } } void CTownHandler::loadStructure(CTown &town, const std::string & stringID, const JsonNode & source) const { auto * ret = new CStructure(); ret->building = nullptr; ret->buildable = nullptr; VLC->identifiers()->tryRequestIdentifier( source.getModScope(), "building." + town.faction->getJsonKey(), stringID, [=, &town](si32 identifier) mutable { ret->building = town.buildings[BuildingID(identifier)]; }); if (source["builds"].isNull()) { VLC->identifiers()->tryRequestIdentifier( source.getModScope(), "building." + town.faction->getJsonKey(), stringID, [=, &town](si32 identifier) mutable { ret->building = town.buildings[BuildingID(identifier)]; }); } else { VLC->identifiers()->requestIdentifier("building." + town.faction->getJsonKey(), source["builds"], [=, &town](si32 identifier) mutable { ret->buildable = town.buildings[BuildingID(identifier)]; }); } ret->identifier = stringID; ret->pos.x = static_cast(source["x"].Float()); ret->pos.y = static_cast(source["y"].Float()); ret->pos.z = static_cast(source["z"].Float()); ret->hiddenUpgrade = source["hidden"].Bool(); ret->defName = AnimationPath::fromJson(source["animation"]); ret->borderName = ImagePath::fromJson(source["border"]); ret->areaName = ImagePath::fromJson(source["area"]); town.clientInfo.structures.emplace_back(ret); } void CTownHandler::loadStructures(CTown &town, const JsonNode & source) const { for(const auto & node : source.Struct()) { if (!node.second.isNull()) loadStructure(town, node.first, node.second); } } void CTownHandler::loadTownHall(CTown &town, const JsonNode & source) const { auto & dstSlots = town.clientInfo.hallSlots; const auto & srcSlots = source.Vector(); dstSlots.resize(srcSlots.size()); for(size_t i=0; iidentifiers()->requestIdentifier("building." + town.faction->getJsonKey(), src, [&](si32 identifier) { dst = BuildingID(identifier); }); } } } } Point JsonToPoint(const JsonNode & node) { if(!node.isStruct()) return Point::makeInvalid(); Point ret; ret.x = static_cast(node["x"].Float()); ret.y = static_cast(node["y"].Float()); return ret; } void CTownHandler::loadSiegeScreen(CTown &town, const JsonNode & source) const { town.clientInfo.siegePrefix = source["imagePrefix"].String(); town.clientInfo.towerIconSmall = source["towerIconSmall"].String(); town.clientInfo.towerIconLarge = source["towerIconLarge"].String(); VLC->identifiers()->requestIdentifier("creature", source["shooter"], [&town](si32 creature) { auto crId = CreatureID(creature); if((*VLC->creh)[crId]->animation.missleFrameAngles.empty()) logMod->error("Mod '%s' error: Creature '%s' on the Archer's tower is not a shooter. Mod should be fixed. Siege will not work properly!" , town.faction->getNameTranslated() , (*VLC->creh)[crId]->getNameSingularTranslated()); town.clientInfo.siegeShooter = crId; }); auto & pos = town.clientInfo.siegePositions; pos.resize(21); pos[8] = JsonToPoint(source["towers"]["top"]["tower"]); pos[17] = JsonToPoint(source["towers"]["top"]["battlement"]); pos[20] = JsonToPoint(source["towers"]["top"]["creature"]); pos[2] = JsonToPoint(source["towers"]["keep"]["tower"]); pos[15] = JsonToPoint(source["towers"]["keep"]["battlement"]); pos[18] = JsonToPoint(source["towers"]["keep"]["creature"]); pos[3] = JsonToPoint(source["towers"]["bottom"]["tower"]); pos[16] = JsonToPoint(source["towers"]["bottom"]["battlement"]); pos[19] = JsonToPoint(source["towers"]["bottom"]["creature"]); pos[9] = JsonToPoint(source["gate"]["gate"]); pos[10] = JsonToPoint(source["gate"]["arch"]); pos[7] = JsonToPoint(source["walls"]["upper"]); pos[6] = JsonToPoint(source["walls"]["upperMid"]); pos[5] = JsonToPoint(source["walls"]["bottomMid"]); pos[4] = JsonToPoint(source["walls"]["bottom"]); pos[13] = JsonToPoint(source["moat"]["moat"]); pos[14] = JsonToPoint(source["moat"]["bank"]); pos[11] = JsonToPoint(source["static"]["bottom"]); pos[12] = JsonToPoint(source["static"]["top"]); pos[1] = JsonToPoint(source["static"]["background"]); } static void readIcon(JsonNode source, std::string & small, std::string & large) { if (source.getType() == JsonNode::JsonType::DATA_STRUCT) // don't crash on old format { small = source["small"].String(); large = source["large"].String(); } } void CTownHandler::loadClientData(CTown &town, const JsonNode & source) const { CTown::ClientInfo & info = town.clientInfo; readIcon(source["icons"]["village"]["normal"], info.iconSmall[0][0], info.iconLarge[0][0]); readIcon(source["icons"]["village"]["built"], info.iconSmall[0][1], info.iconLarge[0][1]); readIcon(source["icons"]["fort"]["normal"], info.iconSmall[1][0], info.iconLarge[1][0]); readIcon(source["icons"]["fort"]["built"], info.iconSmall[1][1], info.iconLarge[1][1]); info.hallBackground = ImagePath::fromJson(source["hallBackground"]); info.musicTheme = AudioPath::fromJson(source["musicTheme"]); info.townBackground = ImagePath::fromJson(source["townBackground"]); info.guildWindow = ImagePath::fromJson(source["guildWindow"]); info.buildingsIcons = AnimationPath::fromJson(source["buildingsIcons"]); info.guildBackground = ImagePath::fromJson(source["guildBackground"]); info.tavernVideo = VideoPath::fromJson(source["tavernVideo"]); loadTownHall(town, source["hallSlots"]); loadStructures(town, source["structures"]); loadSiegeScreen(town, source["siege"]); } void CTownHandler::loadTown(CTown * town, const JsonNode & source) { const auto * resIter = boost::find(GameConstants::RESOURCE_NAMES, source["primaryResource"].String()); if(resIter == std::end(GameConstants::RESOURCE_NAMES)) town->primaryRes = GameResID(EGameResID::WOOD_AND_ORE); //Wood + Ore else town->primaryRes = GameResID(resIter - std::begin(GameConstants::RESOURCE_NAMES)); warMachinesToLoad[town] = source["warMachine"]; town->mageLevel = static_cast(source["mageGuild"].Float()); town->namesCount = 0; for(const auto & name : source["names"].Vector()) { VLC->generaltexth->registerString(town->faction->modScope, town->getRandomNameTextID(town->namesCount), name.String()); town->namesCount += 1; } if (!source["moatAbility"].isNull()) // VCMI 1.2 compatibility code { VLC->identifiers()->requestIdentifier( "spell", source["moatAbility"], [=](si32 ability) { town->moatAbility = SpellID(ability); }); } else { VLC->identifiers()->requestIdentifier( source.getModScope(), "spell", "castleMoat", [=](si32 ability) { town->moatAbility = SpellID(ability); }); } // Horde building creature level for(const JsonNode &node : source["horde"].Vector()) town->hordeLvl[static_cast(town->hordeLvl.size())] = static_cast(node.Float()); // town needs to have exactly 2 horde entries. Validation will take care of 2+ entries // but anything below 2 must be handled here for (size_t i=source["horde"].Vector().size(); i<2; i++) town->hordeLvl[static_cast(i)] = -1; const JsonVector & creatures = source["creatures"].Vector(); town->creatures.resize(creatures.size()); for (size_t i=0; i< creatures.size(); i++) { const JsonVector & level = creatures[i].Vector(); town->creatures[i].resize(level.size()); for (size_t j=0; jidentifiers()->requestIdentifier("creature", level[j], [=](si32 creature) { town->creatures[i][j] = CreatureID(creature); }); } } town->defaultTavernChance = static_cast(source["defaultTavern"].Float()); /// set chance of specific hero class to appear in this town for(const auto & node : source["tavern"].Struct()) { int chance = static_cast(node.second.Float()); VLC->identifiers()->requestIdentifier(node.second.getModScope(), "heroClass",node.first, [=](si32 classID) { VLC->heroclassesh->objects[classID]->selectionProbability[town->faction->getId()] = chance; }); } for(const auto & node : source["guildSpells"].Struct()) { int chance = static_cast(node.second.Float()); VLC->identifiers()->requestIdentifier(node.second.getModScope(), "spell", node.first, [=](si32 spellID) { VLC->spellh->objects.at(spellID)->probabilities[town->faction->getId()] = chance; }); } for(const JsonNode & d : source["adventureMap"]["dwellings"].Vector()) { town->dwellings.push_back(d["graphics"].String()); town->dwellingNames.push_back(d["name"].String()); } loadBuildings(town, source["buildings"]); loadClientData(*town, source); } void CTownHandler::loadPuzzle(CFaction &faction, const JsonNode &source) const { faction.puzzleMap.reserve(GameConstants::PUZZLE_MAP_PIECES); std::string prefix = source["prefix"].String(); for(const JsonNode &piece : source["pieces"].Vector()) { size_t index = faction.puzzleMap.size(); SPuzzleInfo spi; spi.x = static_cast(piece["x"].Float()); spi.y = static_cast(piece["y"].Float()); spi.whenUncovered = static_cast(piece["index"].Float()); spi.number = static_cast(index); // filename calculation std::ostringstream suffix; suffix << std::setfill('0') << std::setw(2) << index; spi.filename = ImagePath::builtinTODO(prefix + suffix.str()); faction.puzzleMap.push_back(spi); } assert(faction.puzzleMap.size() == GameConstants::PUZZLE_MAP_PIECES); } CFaction * CTownHandler::loadFromJson(const std::string & scope, const JsonNode & source, const std::string & identifier, size_t index) { assert(identifier.find(':') == std::string::npos); auto * faction = new CFaction(); faction->index = static_cast(index); faction->modScope = scope; faction->identifier = identifier; VLC->generaltexth->registerString(scope, faction->getNameTextID(), source["name"].String()); faction->creatureBg120 = ImagePath::fromJson(source["creatureBackground"]["120px"]); faction->creatureBg130 = ImagePath::fromJson(source["creatureBackground"]["130px"]); faction->boatType = BoatId::CASTLE; //Do not crash if (!source["boat"].isNull()) { VLC->identifiers()->requestIdentifier("core:boat", source["boat"], [=](int32_t boatTypeID) { faction->boatType = BoatId(boatTypeID); }); } int alignment = vstd::find_pos(GameConstants::ALIGNMENT_NAMES, source["alignment"].String()); if (alignment == -1) faction->alignment = EAlignment::NEUTRAL; else faction->alignment = static_cast(alignment); auto preferUndergound = source["preferUndergroundPlacement"]; faction->preferUndergroundPlacement = preferUndergound.isNull() ? false : preferUndergound.Bool(); faction->special = source["special"].Bool(); // NOTE: semi-workaround - normally, towns are supposed to have native terrains. // Towns without one are exceptions. So, vcmi requires nativeTerrain to be defined // But allows it to be defined with explicit value of "none" if town should not have native terrain // This is better than allowing such terrain-less towns silently, leading to issues with RMG faction->nativeTerrain = ETerrainId::NONE; if ( !source["nativeTerrain"].isNull() && source["nativeTerrain"].String() != "none") { VLC->identifiers()->requestIdentifier("terrain", source["nativeTerrain"], [=](int32_t index){ faction->nativeTerrain = TerrainId(index); auto const & terrain = VLC->terrainTypeHandler->getById(faction->nativeTerrain); if (!terrain->isSurface() && !terrain->isUnderground()) logMod->warn("Faction %s has terrain %s as native, but terrain is not suitable for either surface or subterranean layers!", faction->getJsonKey(), terrain->getJsonKey()); }); } if (!source["town"].isNull()) { faction->town = new CTown(); faction->town->faction = faction; loadTown(faction->town, source["town"]); } else faction->town = nullptr; if (!source["puzzleMap"].isNull()) loadPuzzle(*faction, source["puzzleMap"]); return faction; } void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data) { auto * object = loadFromJson(scope, data, name, objects.size()); objects.emplace_back(object); if (object->town) { auto & info = object->town->clientInfo; info.icons[0][0] = 8 + object->index.getNum() * 4 + 0; info.icons[0][1] = 8 + object->index.getNum() * 4 + 1; info.icons[1][0] = 8 + object->index.getNum() * 4 + 2; info.icons[1][1] = 8 + object->index.getNum() * 4 + 3; VLC->identifiers()->requestIdentifier(scope, "object", "town", [=](si32 index) { // register town once objects are loaded JsonNode config = data["town"]["mapObject"]; config["faction"].String() = name; config["faction"].setModScope(scope, false); if (config.getModScope().empty())// MODS COMPATIBILITY FOR 0.96 config.setModScope(scope, false); VLC->objtypeh->loadSubObject(object->identifier, config, index, object->index); // MODS COMPATIBILITY FOR 0.96 const auto & advMap = data["town"]["adventureMap"]; if (!advMap.isNull()) { logMod->warn("Outdated town mod. Will try to generate valid templates out of fort"); JsonNode config; config["animation"] = advMap["castle"]; VLC->objtypeh->getHandlerFor(index, object->index)->addTemplate(config); } }); } registerObject(scope, "faction", name, object->index.getNum()); } void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) { auto * object = loadFromJson(scope, data, name, index); if (objects.size() > index) assert(objects[index] == nullptr); // ensure that this id was not loaded before else objects.resize(index + 1); objects[index] = object; if (object->town) { auto & info = object->town->clientInfo; info.icons[0][0] = (GameConstants::F_NUMBER + object->index.getNum()) * 2 + 0; info.icons[0][1] = (GameConstants::F_NUMBER + object->index.getNum()) * 2 + 1; info.icons[1][0] = object->index.getNum() * 2 + 0; info.icons[1][1] = object->index.getNum() * 2 + 1; VLC->identifiers()->requestIdentifier(scope, "object", "town", [=](si32 index) { // register town once objects are loaded JsonNode config = data["town"]["mapObject"]; config["faction"].String() = name; config["faction"].setModScope(scope, false); VLC->objtypeh->loadSubObject(object->identifier, config, index, object->index); }); } registerObject(scope, "faction", name, object->index.getNum()); } void CTownHandler::loadRandomFaction() { JsonNode randomFactionJson(JsonPath::builtin("config/factions/random.json")); randomFactionJson.setModScope(ModScope::scopeBuiltin(), true); loadBuildings(randomTown, randomFactionJson["random"]["town"]["buildings"]); } void CTownHandler::loadCustom() { loadRandomFaction(); } void CTownHandler::afterLoadFinalization() { initializeRequirements(); initializeOverridden(); initializeWarMachines(); } void CTownHandler::initializeRequirements() { // must be done separately after all ID's are known for (auto & requirement : requirementsToLoad) { requirement.building->requirements = CBuilding::TRequired(requirement.json, [&](const JsonNode & node) -> BuildingID { if (node.Vector().size() > 1) { logMod->error("Unexpected length of town buildings requirements: %d", node.Vector().size()); logMod->error("Entry contains: "); logMod->error(node.toString()); } auto index = VLC->identifiers()->getIdentifier(requirement.town->getBuildingScope(), node[0]); if (!index.has_value()) { logMod->error("Unknown building in town buildings: %s", node[0].String()); return BuildingID::NONE; } return BuildingID(index.value()); }); } requirementsToLoad.clear(); } void CTownHandler::initializeOverridden() { for(auto & bidHelper : overriddenBidsToLoad) { auto jsonNode = bidHelper.json; auto scope = bidHelper.town->getBuildingScope(); for(const auto & b : jsonNode.Vector()) { auto bid = BuildingID(VLC->identifiers()->getIdentifier(scope, b).value()); bidHelper.building->overrideBids.insert(bid); } } overriddenBidsToLoad.clear(); } void CTownHandler::initializeWarMachines() { // must be done separately after all objects are loaded for(auto & p : warMachinesToLoad) { CTown * t = p.first; JsonNode creatureKey = p.second; auto ret = VLC->identifiers()->getIdentifier("creature", creatureKey, false); if(ret) { const CCreature * creature = CreatureID(*ret).toCreature(); t->warMachine = creature->warMachine; } } warMachinesToLoad.clear(); } std::set CTownHandler::getDefaultAllowed() const { std::set allowedFactions; for(auto town : objects) if (town->town != nullptr && !town->special) allowedFactions.insert(town->getId()); return allowedFactions; } std::set CTownHandler::getAllowedFactions(bool withTown) const { if (withTown) return getDefaultAllowed(); std::set result; for(auto town : objects) result.insert(town->getId()); return result; } const std::vector & CTownHandler::getTypeNames() const { static const std::vector typeNames = { "faction", "town" }; return typeNames; } VCMI_LIB_NAMESPACE_END