/* * 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 "../json/JsonNode.h" #include "../mapObjects/CBank.h" VCMI_LIB_NAMESPACE_BEGIN struct BankConfig { ui32 chance = 0; //chance for this level being chosen std::vector<CStackBasicDescriptor> guards; //creature ID, amount ResourceSet resources; //resources given in case of victory std::vector<CStackBasicDescriptor> creatures; //creatures granted in case of victory (creature ID, amount) std::vector<ArtifactID> artifacts; //artifacts given in case of victory std::vector<SpellID> spells; // granted spell(s), for Pyramid template <typename Handler> void serialize(Handler &h) { h & chance; h & guards; h & resources; h & creatures; h & artifacts; h & spells; } }; using TPossibleGuards = std::vector<std::pair<ui8, IObjectInfo::CArmyStructure>>; template <typename T> 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(IGameCallback * cb) const; std::vector<PossibleReward<TResources>> getPossibleResourcesReward() const; std::vector<PossibleReward<CStackBasicDescriptor>> getPossibleCreaturesReward(IGameCallback * cb) const; bool givesResources() const override; bool givesArtifacts() const override; bool givesCreatures() const override; bool givesSpells() const override; }; class CBankInstanceConstructor : public CDefaultObjectTypeHandler<CBank> { BankConfig generateConfig(IGameCallback * cb, 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<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const override; }; VCMI_LIB_NAMESPACE_END