/* * JsonRandom.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 "GameCallbackHolder.h" #include "GameConstants.h" #include "ResourceSet.h" VCMI_LIB_NAMESPACE_BEGIN namespace vstd { class RNG; } class JsonNode; using JsonVector = std::vector<JsonNode>; struct Bonus; struct Component; class CStackBasicDescriptor; class JsonRandomizationException : public std::runtime_error { std::string cleanupJson(const JsonNode & value); public: JsonRandomizationException(const std::string & message, const JsonNode & input); }; class JsonRandom : public GameCallbackHolder { public: using Variables = std::map<std::string, int>; private: template<typename IdentifierType> std::set<IdentifierType> filterKeys(const JsonNode & value, const std::set<IdentifierType> & valuesSet, const Variables & variables); template<typename IdentifierType> std::set<IdentifierType> filterKeysTyped(const JsonNode & value, const std::set<IdentifierType> & valuesSet); template<typename IdentifierType> IdentifierType decodeKey(const std::string & modScope, const std::string & value, const Variables & variables); template<typename IdentifierType> IdentifierType decodeKey(const JsonNode & value, const Variables & variables); si32 loadVariable(const std::string & variableGroup, const std::string & value, const Variables & variables, si32 defaultValue); public: using GameCallbackHolder::GameCallbackHolder; struct RandomStackInfo { std::vector<const CCreature *> allowedCreatures; si32 minAmount; si32 maxAmount; }; si32 loadValue(const JsonNode & value, vstd::RNG & rng, const Variables & variables, si32 defaultValue = 0); TResources loadResources(const JsonNode & value, vstd::RNG & rng, const Variables & variables); TResources loadResource(const JsonNode & value, vstd::RNG & rng, const Variables & variables); PrimarySkill loadPrimary(const JsonNode & value, vstd::RNG & rng, const Variables & variables); std::vector<si32> loadPrimaries(const JsonNode & value, vstd::RNG & rng, const Variables & variables); SecondarySkill loadSecondary(const JsonNode & value, vstd::RNG & rng, const Variables & variables); std::map<SecondarySkill, si32> loadSecondaries(const JsonNode & value, vstd::RNG & rng, const Variables & variables); ArtifactID loadArtifact(const JsonNode & value, vstd::RNG & rng, const Variables & variables); std::vector<ArtifactID> loadArtifacts(const JsonNode & value, vstd::RNG & rng, const Variables & variables); SpellID loadSpell(const JsonNode & value, vstd::RNG & rng, const Variables & variables); std::vector<SpellID> loadSpells(const JsonNode & value, vstd::RNG & rng, const Variables & variables); CStackBasicDescriptor loadCreature(const JsonNode & value, vstd::RNG & rng, const Variables & variables); std::vector<CStackBasicDescriptor> loadCreatures(const JsonNode & value, vstd::RNG & rng, const Variables & variables); std::vector<RandomStackInfo> evaluateCreatures(const JsonNode & value, const Variables & variables); std::vector<PlayerColor> loadColors(const JsonNode & value, vstd::RNG & rng, const Variables & variables); std::vector<HeroTypeID> loadHeroes(const JsonNode & value, vstd::RNG & rng); std::vector<HeroClassID> loadHeroClasses(const JsonNode & value, vstd::RNG & rng); static std::vector<Bonus> loadBonuses(const JsonNode & value); }; VCMI_LIB_NAMESPACE_END