#pragma once #include "filesystem/Filesystem.h" #include "VCMI_Lib.h" #include "JsonNode.h" /* * CModHandler.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 * */ class CModHandler; class CModIndentifier; class CModInfo; class JsonNode; class IHandlerBase; /// class that stores all object identifiers strings and maps them to numeric ID's /// if possible, objects ID's should be in format ., camelCase e.g. "creature.grandElf" class CIdentifierStorage { struct ObjectCallback // entry created on ID request { std::string localScope; /// scope from which this ID was requested std::string remoteScope; /// scope in which this object must be found std::string type; /// type, e.g. creature, faction, hero, etc std::string name; /// string ID std::function callback; ObjectCallback(std::string localScope, std::string remoteScope, std::string type, std::string name, const std::function & callback); }; struct ObjectData // entry created on ID registration { si32 id; std::string scope; /// scope in which this ID located }; std::multimap registeredObjects; std::vector scheduledRequests; /// Check if identifier can be valid (camelCase, point as separator) void checkIdentifier(std::string & ID); void requestIdentifier(ObjectCallback callback); bool resolveIdentifier(const ObjectCallback & callback); public: /// request identifier for specific object name. If ID is not yet resolved callback will be queued /// and will be called later void requestIdentifier(std::string scope, std::string type, std::string name, const std::function & callback); void requestIdentifier(std::string type, const JsonNode & name, const std::function & callback); void requestIdentifier(const JsonNode & name, const std::function & callback); /// registers new object, calls all associated callbacks void registerObject(std::string scope, std::string type, std::string name, si32 identifier); /// called at the very end of loading to check for any missing ID's void finalize(); }; /// class used to load all game data into handlers. Used only during loading class CContentHandler { /// internal type to handle loading of one data type (e.g. artifacts, creatures) class ContentTypeHandler { struct ModInfo { /// mod data from this mod and for this mod JsonNode modData; /// mod data for this mod from other mods (patches) JsonNode patches; }; /// handler to which all data will be loaded IHandlerBase * handler; std::string objectName; /// contains all loaded H3 data std::vector originalData; std::map modData; public: ContentTypeHandler(IHandlerBase * handler, std::string objectName); /// local version of methods in ContentHandler void preloadModData(std::string modName, std::vector fileList); void loadMod(std::string modName); void afterLoadFinalization(); }; std::map handlers; public: /// fully initialize object. Will cause reading of H3 config files CContentHandler(); /// preloads all data from fileList as data from modName void preloadModData(std::string modName, JsonNode modConfig); /// actually loads data in mod void loadMod(std::string modName); /// all data was loaded, time for final validation / integration void afterLoadFinalization(); }; typedef std::string TModID; class DLL_LINKAGE CModInfo { public: /// identifier, identical to name of folder with mod std::string identifier; /// human-readable strings std::string name; std::string description; /// list of mods that should be loaded before this one std::set dependencies; /// list of mods that can't be used in the same time as this one std::set conflicts; // mod configuration (mod.json). (no need to store it right now) // std::shared_ptr config; //TODO: unique_ptr can't be serialized template void serialize(Handler &h, const int version) { h & identifier & description & name & dependencies & conflicts; } }; class DLL_LINKAGE CModHandler { std::map allMods; std::vector activeMods;//active mods, in order in which they were loaded void loadConfigFromFile (std::string name); bool hasCircularDependency(TModID mod, std::set currentList = std::set ()) const; //returns false if mod list is incorrect and prints error to console. Possible errors are: // - missing dependency mod // - conflicting mod in load order // - circular dependencies bool checkDependencies(const std::vector & input) const; // returns load order in which all dependencies are resolved, e.g. loaded after required mods // function assumes that input list is valid (checkDependencies returned true) std::vector resolveDependencies(std::vector input) const; // helper for loadActiveMods. Loads content from list of files template void handleData(Handler handler, const JsonNode & source, std::string listName, std::string schemaName); public: CIdentifierStorage identifiers; /// receives list of available mods and trying to load mod.json from all of them void initialize(std::vector availableMods); /// returns list of mods that should be active with order in which they shoud be loaded std::vector getActiveMods(); CModInfo & getModData(TModID modId); /// load content from all available mods void beforeLoad(); void loadGameContent(); /// actions that should be triggered on map restart /// TODO: merge into appropriate handlers? void reload(); struct DLL_LINKAGE hardcodedFeatures { JsonNode data; int CREEP_SIZE; // neutral stacks won't grow beyond this number int WEEKLY_GROWTH; //percent int NEUTRAL_STACK_EXP; int MAX_BUILDING_PER_TURN; bool DWELLINGS_ACCUMULATE_CREATURES; bool ALL_CREATURES_GET_DOUBLE_MONTHS; template void serialize(Handler &h, const int version) { h & data & CREEP_SIZE & WEEKLY_GROWTH & NEUTRAL_STACK_EXP & MAX_BUILDING_PER_TURN; h & DWELLINGS_ACCUMULATE_CREATURES & ALL_CREATURES_GET_DOUBLE_MONTHS; } } settings; struct DLL_LINKAGE gameModules { bool STACK_EXP; bool STACK_ARTIFACT; bool COMMANDERS; bool MITHRIL; template void serialize(Handler &h, const int version) { h & STACK_EXP & STACK_ARTIFACT & COMMANDERS & MITHRIL; } } modules; CModHandler(); template void serialize(Handler &h, const int version) { h & allMods & activeMods & settings & modules; } };