/* * CBankInstanceConstructor.h, 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 * */ #pragma once #include "CDefaultObjectTypeHandler.h" #include "IObjectInfo.h" #include "../CCreatureSet.h" #include "../ResourceSet.h" #include "../mapObjects/CBank.h" VCMI_LIB_NAMESPACE_BEGIN 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 guards; //creature ID, amount ResourceSet resources; //resources given in case of victory std::vector creatures; //creatures granted in case of victory (creature ID, amount) std::vector artifacts; //artifacts given in case of victory std::vector spells; // granted spell(s), for Pyramid template 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>; template 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> getPossibleResourcesReward() const; std::vector> 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 { BankConfig generateConfig(const JsonNode & conf, CRandomGenerator & rng) const; JsonVector levels; // all banks of this type will be reset N days after clearing, si32 bankResetDuration = 0; // bank is only visitable from adjacent tile bool blockVisit; // bank is visitable from land even when bank is on water tile bool coastVisitable; protected: void initTypeData(const JsonNode & input) override; public: void randomizeObject(CBank * object, CRandomGenerator & rng) const override; bool hasNameTextID() const override; std::unique_ptr getObjectInfo(std::shared_ptr tmpl) const override; template void serialize(Handler &h, const int version) { h & levels; h & bankResetDuration; h & blockVisit; h & coastVisitable; h & static_cast&>(*this); } }; VCMI_LIB_NAMESPACE_END