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vcmi/lib/mapObjects/CObjectClassesHandler.h
Ivan Savenko abe11aaf54 Introduced "map" scope for accessing identifier on map loading.
Currently it allows access to all mods, should be restricted to mods
that map depends on
2022-11-29 22:33:08 +02:00

327 lines
10 KiB
C++

/*
* CObjectClassesHandler.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 "ObjectTemplate.h"
#include "../GameConstants.h"
#include "../ConstTransitivePtr.h"
#include "../IHandlerBase.h"
#include "../JsonNode.h"
#include "Terrain.h"
VCMI_LIB_NAMESPACE_BEGIN
class JsonNode;
class CRandomGenerator;
struct SObjectSounds
{
std::vector<std::string> ambient;
std::vector<std::string> visit;
std::vector<std::string> removal;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ambient;
h & visit;
h & removal;
}
};
/// Structure that describes placement rules for this object in random map
struct DLL_LINKAGE RandomMapInfo
{
/// How valuable this object is, 1k = worthless, 10k = Utopia-level
ui32 value;
/// How many of such objects can be placed on map, 0 = object can not be placed by RMG
ui32 mapLimit;
/// How many of such objects can be placed in one zone, 0 = unplaceable
ui32 zoneLimit;
/// Rarity of object, 5 = extremely rare, 100 = common
ui32 rarity;
RandomMapInfo():
value(0),
mapLimit(0),
zoneLimit(0),
rarity(0)
{}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & value;
h & mapLimit;
h & zoneLimit;
h & rarity;
}
};
struct DLL_LINKAGE CompoundMapObjectID
{
si32 primaryID;
si32 secondaryID;
CompoundMapObjectID(si32 primID, si32 secID) : primaryID(primID), secondaryID(secID) {};
bool operator<(const CompoundMapObjectID& other) const
{
if(this->primaryID != other.primaryID)
return this->primaryID < other.primaryID;
else
return this->secondaryID < other.secondaryID;
}
bool operator==(const CompoundMapObjectID& other) const
{
return (this->primaryID == other.primaryID) && (this->secondaryID == other.secondaryID);
}
};
class DLL_LINKAGE IObjectInfo
{
public:
struct CArmyStructure
{
ui32 totalStrength;
ui32 shootersStrength;
ui32 flyersStrength;
ui32 walkersStrength;
CArmyStructure() :
totalStrength(0),
shootersStrength(0),
flyersStrength(0),
walkersStrength(0)
{}
bool operator <(const CArmyStructure & other) const
{
return this->totalStrength < other.totalStrength;
}
};
/// Returns possible composition of guards. Actual guards would be
/// somewhere between these two values
virtual CArmyStructure minGuards() const { return CArmyStructure(); }
virtual CArmyStructure maxGuards() const { return CArmyStructure(); }
virtual bool givesResources() const { return false; }
virtual bool givesExperience() const { return false; }
virtual bool givesMana() const { return false; }
virtual bool givesMovement() const { return false; }
virtual bool givesPrimarySkills() const { return false; }
virtual bool givesSecondarySkills() const { return false; }
virtual bool givesArtifacts() const { return false; }
virtual bool givesCreatures() const { return false; }
virtual bool givesSpells() const { return false; }
virtual bool givesBonuses() const { return false; }
virtual ~IObjectInfo() = default;
};
class CGObjectInstance;
class DLL_LINKAGE AObjectTypeHandler : public boost::noncopyable
{
RandomMapInfo rmgInfo;
/// Human-readable name of this object, used for objects like banks and dwellings, if set
boost::optional<std::string> objectName;
JsonNode base; /// describes base template
std::vector<std::shared_ptr<const ObjectTemplate>> templates;
SObjectSounds sounds;
boost::optional<si32> aiValue;
boost::optional<std::string> battlefield;
protected:
void preInitObject(CGObjectInstance * obj) const;
virtual bool objectFilter(const CGObjectInstance *, std::shared_ptr<const ObjectTemplate>) const;
/// initialization for classes that inherit this one
virtual void initTypeData(const JsonNode & input);
public:
std::string typeName;
std::string subTypeName;
si32 type;
si32 subtype;
AObjectTypeHandler();
virtual ~AObjectTypeHandler();
void setType(si32 type, si32 subtype);
void setTypeName(std::string type, std::string subtype);
/// loads generic data from Json structure and passes it towards type-specific constructors
void init(const JsonNode & input, boost::optional<std::string> name = boost::optional<std::string>());
/// Returns object-specific name, if set
boost::optional<std::string> getCustomName() const;
SObjectSounds getSounds() const;
void addTemplate(std::shared_ptr<const ObjectTemplate> templ);
void addTemplate(JsonNode config);
/// returns all templates matching parameters
std::vector<std::shared_ptr<const ObjectTemplate>> getTemplates() const;
std::vector<std::shared_ptr<const ObjectTemplate>> getTemplates(const TerrainId terrainType) const;
/// returns preferred template for this object, if present (e.g. one of 3 possible templates for town - village, fort and castle)
/// note that appearance will not be changed - this must be done separately (either by assignment or via pack from server)
std::shared_ptr<const ObjectTemplate> getOverride(TerrainId terrainType, const CGObjectInstance * object) const;
BattleField getBattlefield() const;
/// returns preferred template for this object, if present (e.g. one of 3 possible templates for town - village, fort and castle)
/// note that appearance will not be changed - this must be done separately (either by assignment or via pack from server)
const RandomMapInfo & getRMGInfo();
boost::optional<si32> getAiValue() const;
virtual bool isStaticObject();
virtual void afterLoadFinalization();
/// Creates object and set up core properties (like ID/subID). Object is NOT initialized
/// to allow creating objects before game start (e.g. map loading)
virtual CGObjectInstance * create(std::shared_ptr<const ObjectTemplate> tmpl = nullptr) const = 0;
/// Configures object properties. Should be re-entrable, resetting state of the object if necessarily
/// This should set remaining properties, including randomized or depending on map
virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const = 0;
/// Returns object configuration, if available. Otherwise returns NULL
virtual std::unique_ptr<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const = 0;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & type;
h & subtype;
h & templates;
h & rmgInfo;
h & objectName;
h & typeName;
h & subTypeName;
h & sounds;
h & aiValue;
h & battlefield;
}
};
typedef std::shared_ptr<AObjectTypeHandler> TObjectTypeHandler;
class DLL_LINKAGE CObjectClassesHandler : public IHandlerBase
{
/// Small internal structure that contains information on specific group of objects
/// (creating separate entity is overcomplicating at least at this point)
struct ObjectContainter
{
si32 id;
std::string identifier;
std::string name; // human-readable name
std::string handlerName; // ID of handler that controls this object, should be determined using handlerConstructor map
JsonNode base;
std::map<si32, TObjectTypeHandler> subObjects;
std::map<std::string, si32> subIds;//full id from core scope -> subtype
SObjectSounds sounds;
boost::optional<si32> groupDefaultAiValue;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name;
h & handlerName;
h & base;
h & subObjects;
h & identifier;
h & subIds;
h & sounds;
h & groupDefaultAiValue;
}
};
/// list of object handlers, each of them handles only one type
std::map<si32, ObjectContainter * > objects;
/// map that is filled during contruction with all known handlers. Not serializeable due to usage of std::function
std::map<std::string, std::function<TObjectTypeHandler()> > handlerConstructors;
/// container with H3 templates, used only during loading, no need to serialize it
typedef std::multimap<std::pair<si32, si32>, std::shared_ptr<const ObjectTemplate>> TTemplatesContainer;
TTemplatesContainer legacyTemplates;
/// contains list of custom names for H3 objects (e.g. Dwellings), used to load H3 data
/// format: customNames[primaryID][secondaryID] -> name
std::map<si32, std::vector<std::string>> customNames;
void loadObjectEntry(const std::string & identifier, const JsonNode & entry, ObjectContainter * obj, bool isSubobject = false);
ObjectContainter * loadFromJson(const std::string & scope, const JsonNode & json, const std::string & name);
public:
CObjectClassesHandler();
~CObjectClassesHandler();
std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
void loadObject(std::string scope, std::string name, const JsonNode & data) override;
void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
void loadSubObject(const std::string & identifier, JsonNode config, si32 ID, boost::optional<si32> subID = boost::optional<si32>());
void removeSubObject(si32 ID, si32 subID);
void beforeValidate(JsonNode & object) override;
void afterLoadFinalization() override;
std::vector<bool> getDefaultAllowed() const override;
/// Queries to detect loaded objects
std::set<si32> knownObjects() const;
std::set<si32> knownSubObjects(si32 primaryID) const;
/// returns handler for specified object (ID-based). ObjectHandler keeps ownership
TObjectTypeHandler getHandlerFor(si32 type, si32 subtype) const;
TObjectTypeHandler getHandlerFor(std::string scope, std::string type, std::string subtype) const;
TObjectTypeHandler getHandlerFor(CompoundMapObjectID compoundIdentifier) const;
std::string getObjectName(si32 type) const;
std::string getObjectName(si32 type, si32 subtype) const;
SObjectSounds getObjectSounds(si32 type) const;
SObjectSounds getObjectSounds(si32 type, si32 subtype) const;
/// Returns handler string describing the handler (for use in client)
std::string getObjectHandlerName(si32 type) const;
boost::optional<si32> getObjGroupAiValue(si32 primaryID) const; //default AI value of objects belonging to particular primaryID
template <typename Handler> void serialize(Handler &h, const int version)
{
h & objects;
}
};
VCMI_LIB_NAMESPACE_END