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1aa391fdf8
All text processing code is now located in lib/texts. No changes other than code being moved around and adjustment of includes Moved without changes: Languages.h -> texts/Languages.h MetaString.* -> texts/MetaString.* TextOperations.* -> texts/TextOperations.* Split into parts: CGeneralTextHandler.* -> texts/CGeneralTextHandler.* -> texts/CLegacyConfigParser.* -> texts/TextLocalizationContainer.* -> texts/TextIdentifier.h
197 lines
5.3 KiB
C++
197 lines
5.3 KiB
C++
/*
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* CBankInstanceConstructor.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CBankInstanceConstructor.h"
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#include "../json/JsonRandom.h"
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#include "../texts/CGeneralTextHandler.h"
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#include "../IGameCallback.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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bool CBankInstanceConstructor::hasNameTextID() const
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{
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return true;
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}
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void CBankInstanceConstructor::initTypeData(const JsonNode & input)
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{
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if (input.Struct().count("name") == 0)
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logMod->warn("Bank %s missing name!", getJsonKey());
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VLC->generaltexth->registerString(input.getModScope(), getNameTextID(), input["name"].String());
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levels = input["levels"].Vector();
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bankResetDuration = static_cast<si32>(input["resetDuration"].Float());
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blockVisit = input["blockedVisitable"].Bool();
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coastVisitable = input["coastVisitable"].Bool();
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regularUnitPlacement = input["regularUnitPlacement"].Bool();
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}
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BankConfig CBankInstanceConstructor::generateLevelConfiguration(IGameCallback * cb, const JsonNode & level, vstd::RNG & rng) const
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{
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BankConfig bc;
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JsonRandom randomizer(cb);
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JsonRandom::Variables emptyVariables;
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bc.chance = static_cast<ui32>(level["chance"].Float());
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bc.guards = randomizer.loadCreatures(level["guards"], rng, emptyVariables);
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bc.resources = ResourceSet(level["reward"]["resources"]);
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bc.creatures = randomizer.loadCreatures(level["reward"]["creatures"], rng, emptyVariables);
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bc.artifacts = randomizer.loadArtifacts(level["reward"]["artifacts"], rng, emptyVariables);
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bc.spells = randomizer.loadSpells(level["reward"]["spells"], rng, emptyVariables);
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return bc;
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}
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void CBankInstanceConstructor::randomizeObject(CBank * bank, vstd::RNG & rng) const
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{
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bank->resetDuration = bankResetDuration;
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bank->blockVisit = blockVisit;
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bank->coastVisitable = coastVisitable;
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bank->regularUnitPlacement = regularUnitPlacement;
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bank->setConfig(generateConfiguration(bank->cb, rng, bank->ID));
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}
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BankConfig CBankInstanceConstructor::generateConfiguration(IGameCallback * cb, vstd::RNG & rng, MapObjectID objectID) const
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{
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si32 totalChance = 0;
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for(const auto & node : levels)
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totalChance += static_cast<si32>(node["chance"].Float());
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assert(totalChance != 0);
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si32 selectedChance = rng.nextInt(totalChance - 1);
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int cumulativeChance = 0;
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for(const auto & node : levels)
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{
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cumulativeChance += static_cast<int>(node["chance"].Float());
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if(selectedChance < cumulativeChance)
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return generateLevelConfiguration(cb, node, rng);
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}
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throw std::runtime_error("Failed to select bank configuration");
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}
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CBankInfo::CBankInfo(const JsonVector & Config) :
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config(Config)
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{
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assert(!Config.empty());
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}
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TPossibleGuards CBankInfo::getPossibleGuards(IGameCallback * cb) const
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{
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JsonRandom::Variables emptyVariables;
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JsonRandom randomizer(cb);
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TPossibleGuards out;
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for(const JsonNode & configEntry : config)
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{
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const JsonNode & guardsInfo = configEntry["guards"];
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auto stacks = randomizer.evaluateCreatures(guardsInfo, emptyVariables);
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IObjectInfo::CArmyStructure army;
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for(auto stack : stacks)
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{
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army.totalStrength += stack.allowedCreatures.front()->getAIValue() * (stack.minAmount + stack.maxAmount) / 2;
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//TODO: add fields for flyers, walkers etc...
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}
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ui8 chance = static_cast<ui8>(configEntry["chance"].Float());
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out.push_back(std::make_pair(chance, army));
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}
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return out;
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}
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std::vector<PossibleReward<TResources>> CBankInfo::getPossibleResourcesReward() const
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{
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std::vector<PossibleReward<TResources>> result;
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for(const JsonNode & configEntry : config)
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{
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const JsonNode & resourcesInfo = configEntry["reward"]["resources"];
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if(!resourcesInfo.isNull())
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{
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result.emplace_back(configEntry["chance"].Integer(), TResources(resourcesInfo));
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}
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}
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return result;
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}
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std::vector<PossibleReward<CStackBasicDescriptor>> CBankInfo::getPossibleCreaturesReward(IGameCallback * cb) const
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{
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JsonRandom::Variables emptyVariables;
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JsonRandom randomizer(cb);
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std::vector<PossibleReward<CStackBasicDescriptor>> approximateReward;
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for(const JsonNode & configEntry : config)
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{
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const JsonNode & guardsInfo = configEntry["reward"]["creatures"];
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auto stacks = randomizer.evaluateCreatures(guardsInfo, emptyVariables);
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for(auto stack : stacks)
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{
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const auto * creature = stack.allowedCreatures.front();
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approximateReward.emplace_back(configEntry["chance"].Integer(), CStackBasicDescriptor(creature, (stack.minAmount + stack.maxAmount) / 2));
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}
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}
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return approximateReward;
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}
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bool CBankInfo::givesResources() const
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{
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for(const JsonNode & node : config)
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if(!node["reward"]["resources"].isNull())
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return true;
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return false;
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}
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bool CBankInfo::givesArtifacts() const
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{
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for(const JsonNode & node : config)
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if(!node["reward"]["artifacts"].isNull())
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return true;
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return false;
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}
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bool CBankInfo::givesCreatures() const
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{
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for(const JsonNode & node : config)
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if(!node["reward"]["creatures"].isNull())
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return true;
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return false;
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}
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bool CBankInfo::givesSpells() const
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{
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for(const JsonNode & node : config)
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if(!node["reward"]["spells"].isNull())
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return true;
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return false;
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}
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std::unique_ptr<IObjectInfo> CBankInstanceConstructor::getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const
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{
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return std::unique_ptr<IObjectInfo>(new CBankInfo(levels));
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}
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VCMI_LIB_NAMESPACE_END
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