#include "StdInc.h" #include "CRewardableConstructor.h" #include "../CRandomGenerator.h" #include "../StringConstants.h" #include "../CCreatureHandler.h" #include "JsonRandom.h" #include "../IGameCallback.h" /* * CRewardableConstructor.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 * */ namespace { MetaString loadMessage(const JsonNode & value) { MetaString ret; if (value.getType() == JsonNode::DATA_FLOAT) ret.addTxt(MetaString::ADVOB_TXT, value.Float()); else ret << value.String(); return ret; } bool testForKey(const JsonNode & value, const std::string & key) { for( auto & reward : value["rewards"].Vector() ) { if (!reward[key].isNull()) return true; } return false; } } void CRandomRewardObjectInfo::init(const JsonNode & objectConfig) { parameters = objectConfig; } void CRandomRewardObjectInfo::configureObject(CRewardableObject * object, CRandomGenerator & rng) const { std::map thrownDice; for (const JsonNode & reward : parameters["rewards"].Vector()) { if (!reward["appearChance"].isNull()) { JsonNode chance = reward["appearChance"]; si32 diceID = chance["dice"].Float(); if (thrownDice.count(diceID) == 0) thrownDice[diceID] = rng.getIntRange(1, 100)(); if (!chance["min"].isNull()) { int min = chance["min"].Float(); if (min > thrownDice[diceID]) continue; } if (!chance["max"].isNull()) { int max = chance["max"].Float(); if (max < thrownDice[diceID]) continue; } } const JsonNode & limiter = reward["limiter"]; CVisitInfo info; // load limiter info.limiter.numOfGrants = JsonRandom::loadValue(limiter["numOfGrants"], rng); info.limiter.dayOfWeek = JsonRandom::loadValue(limiter["dayOfWeek"], rng); info.limiter.minLevel = JsonRandom::loadValue(limiter["minLevel"], rng); info.limiter.resources = JsonRandom::loadResources(limiter["resources"], rng); info.limiter.primary = JsonRandom::loadPrimary(limiter["primary"], rng); info.limiter.secondary = JsonRandom::loadSecondary(limiter["secondary"], rng); info.limiter.artifacts = JsonRandom::loadArtifacts(limiter["artifacts"], rng); info.limiter.creatures = JsonRandom::loadCreatures(limiter["creatures"], rng); info.reward.resources = JsonRandom::loadResources(reward["resources"], rng); info.reward.gainedExp = JsonRandom::loadValue(reward["gainedExp"], rng); info.reward.gainedLevels = JsonRandom::loadValue(reward["gainedLevels"], rng); info.reward.manaDiff = JsonRandom::loadValue(reward["manaPoints"], rng); info.reward.manaPercentage = JsonRandom::loadValue(reward["manaPercentage"], rng, -1); info.reward.movePoints = JsonRandom::loadValue(reward["movePoints"], rng); info.reward.movePercentage = JsonRandom::loadValue(reward["movePercentage"], rng, -1); //FIXME: compile this line on Visual //info.reward.bonuses = JsonRandom::loadBonuses(reward["bonuses"]); info.reward.primary = JsonRandom::loadPrimary(reward["primary"], rng); info.reward.secondary = JsonRandom::loadSecondary(reward["secondary"], rng); std::vector spells; for (size_t i=0; i<6; i++) IObjectInterface::cb->getAllowedSpells(spells, i); info.reward.artifacts = JsonRandom::loadArtifacts(reward["artifacts"], rng); info.reward.spells = JsonRandom::loadSpells(reward["spells"], rng, spells); info.reward.creatures = JsonRandom::loadCreatures(reward["creatures"], rng); info.message = loadMessage(reward["message"]); info.selectChance = JsonRandom::loadValue(reward["selectChance"], rng); } object->onSelect = loadMessage(parameters["onSelectMessage"]); object->onVisited = loadMessage(parameters["onVisitedMessage"]); object->onEmpty = loadMessage(parameters["onEmptyMessage"]); //TODO: visitMode and selectMode object->soundID = parameters["soundID"].Float(); object->resetDuration = parameters["resetDuration"].Float(); object->canRefuse =parameters["canRefuse"].Bool(); } bool CRandomRewardObjectInfo::givesResources() const { return testForKey(parameters, "resources"); } bool CRandomRewardObjectInfo::givesExperience() const { return testForKey(parameters, "gainedExp") || testForKey(parameters, "gainedLevels"); } bool CRandomRewardObjectInfo::givesMana() const { return testForKey(parameters, "manaPoints") || testForKey(parameters, "manaPercentage"); } bool CRandomRewardObjectInfo::givesMovement() const { return testForKey(parameters, "movePoints") || testForKey(parameters, "movePercentage"); } bool CRandomRewardObjectInfo::givesPrimarySkills() const { return testForKey(parameters, "primary"); } bool CRandomRewardObjectInfo::givesSecondarySkills() const { return testForKey(parameters, "secondary"); } bool CRandomRewardObjectInfo::givesArtifacts() const { return testForKey(parameters, "artifacts"); } bool CRandomRewardObjectInfo::givesCreatures() const { return testForKey(parameters, "spells"); } bool CRandomRewardObjectInfo::givesSpells() const { return testForKey(parameters, "creatures"); } bool CRandomRewardObjectInfo::givesBonuses() const { return testForKey(parameters, "bonuses"); } CRewardableConstructor::CRewardableConstructor() { } void CRewardableConstructor::initTypeData(const JsonNode & config) { AObjectTypeHandler::init(config); objectInfo.init(config); } CGObjectInstance * CRewardableConstructor::create(ObjectTemplate tmpl) const { auto ret = new CRewardableObject(); ret->appearance = tmpl; return ret; } void CRewardableConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const { objectInfo.configureObject(dynamic_cast(object), rng); } std::unique_ptr CRewardableConstructor::getObjectInfo(ObjectTemplate tmpl) const { return std::unique_ptr(new CRandomRewardObjectInfo(objectInfo)); }