/* * 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" #include "../serializer/Serializeable.h" VCMI_LIB_NAMESPACE_BEGIN struct BankConfig : public Serializeable { ui32 chance = 0; //chance for this level being chosen 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) { h & chance; h & guards; h & resources; h & creatures; h & artifacts; 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(IGameCallback * cb) const; std::vector> getPossibleResourcesReward() const; std::vector> getPossibleCreaturesReward(IGameCallback * cb) const; bool givesResources() const override; bool givesArtifacts() const override; bool givesCreatures() const override; bool givesSpells() const override; }; class CBankInstanceConstructor : public CDefaultObjectTypeHandler { BankConfig generateLevelConfiguration(IGameCallback * cb, const JsonNode & conf, vstd::RNG & 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; //If true, player units will be placed on the left and enemy on the right bool regularUnitPlacement; protected: void initTypeData(const JsonNode & input) override; public: void randomizeObject(CBank * object, vstd::RNG & rng) const override; bool hasNameTextID() const override; std::unique_ptr getObjectInfo(std::shared_ptr tmpl) const override; BankConfig generateConfiguration(IGameCallback * cb, vstd::RNG & rand, MapObjectID objectID) const; }; VCMI_LIB_NAMESPACE_END