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vcmi/lib/entities/faction/CTownHandler.cpp
Ivan Savenko 36c1ed670f Support for configurable town fortifications
Removed most of hardcoded checks for fort level or for presence of fort/
citadel/castle buildings.

It is now possible to define which parts of town fortifications are
provided by town buildings

Configuration for H3-like fortifications is provided in
buildingsLibrary.json and will be used automatically by mods as long as
mods have buidings named "fort", "citadel" and "castle".

Alternatively, mods can separately define:
- hitpoints of walls (shared value for all sections)
- hitpoints of central, upper and lower towers (separate values)
- presence of moat
- shooters for each tower (separate values)
2024-08-28 19:42:14 +00:00

951 lines
30 KiB
C++

/*
* CTownHandler.cpp, 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
*
*/
#include "StdInc.h"
#include "CTownHandler.h"
#include "CTown.h"
#include "CFaction.h"
#include "../building/CBuilding.h"
#include "../../CCreatureHandler.h"
#include "../../CHeroHandler.h"
#include "../../GameSettings.h"
#include "../../TerrainHandler.h"
#include "../../VCMI_Lib.h"
#include "../../bonuses/Propagators.h"
#include "../../constants/StringConstants.h"
#include "../../mapObjectConstructors/AObjectTypeHandler.h"
#include "../../mapObjectConstructors/CObjectClassesHandler.h"
#include "../../modding/IdentifierStorage.h"
#include "../../modding/ModScope.h"
#include "../../spells/CSpellHandler.h"
#include "../../texts/CGeneralTextHandler.h"
#include "../../texts/CLegacyConfigParser.h"
#include "../../json/JsonBonus.h"
#include "../../json/JsonUtils.h"
VCMI_LIB_NAMESPACE_BEGIN
const int NAMES_PER_TOWN=16; // number of town names per faction in H3 files. Json can define any number
CTownHandler::CTownHandler()
: buildingsLibrary(JsonPath::builtin("config/buildingsLibrary"))
, randomTown(new CTown())
, randomFaction(new CFaction())
{
randomFaction->town = randomTown;
randomTown->faction = randomFaction;
randomFaction->identifier = "random";
randomFaction->modScope = "core";
}
CTownHandler::~CTownHandler()
{
delete randomFaction; // will also delete randomTown
}
JsonNode readBuilding(CLegacyConfigParser & parser)
{
JsonNode ret;
JsonNode & cost = ret["cost"];
//note: this code will try to parse mithril as well but wil always return 0 for it
for(const std::string & resID : GameConstants::RESOURCE_NAMES)
cost[resID].Float() = parser.readNumber();
cost.Struct().erase("mithril"); // erase mithril to avoid confusing validator
parser.endLine();
return ret;
}
const TPropagatorPtr & CTownHandler::emptyPropagator()
{
static const TPropagatorPtr emptyProp(nullptr);
return emptyProp;
}
std::vector<JsonNode> CTownHandler::loadLegacyData()
{
size_t dataSize = VLC->settings()->getInteger(EGameSettings::TEXTS_FACTION);
std::vector<JsonNode> dest(dataSize);
objects.resize(dataSize);
auto getBuild = [&](size_t town, size_t building) -> JsonNode &
{
return dest[town]["town"]["buildings"][EBuildingType::names[building]];
};
CLegacyConfigParser parser(TextPath::builtin("DATA/BUILDING.TXT"));
parser.endLine(); // header
parser.endLine();
//Unique buildings
for (size_t town=0; town<dataSize; town++)
{
parser.endLine(); //header
parser.endLine();
int buildID = 17;
do
{
getBuild(town, buildID) = readBuilding(parser);
buildID++;
}
while (!parser.isNextEntryEmpty());
}
// Common buildings
parser.endLine(); // header
parser.endLine();
parser.endLine();
int buildID = 0;
do
{
JsonNode building = readBuilding(parser);
for (size_t town=0; town<dataSize; town++)
getBuild(town, buildID) = building;
buildID++;
}
while (!parser.isNextEntryEmpty());
parser.endLine(); //header
parser.endLine();
//Dwellings
for (size_t town=0; town<dataSize; town++)
{
parser.endLine(); //header
parser.endLine();
for (size_t i=0; i<14; i++)
{
getBuild(town, 30+i) = readBuilding(parser);
}
}
{
CLegacyConfigParser parser(TextPath::builtin("DATA/BLDGNEUT.TXT"));
for(int building=0; building<15; building++)
{
std::string name = parser.readString();
std::string descr = parser.readString();
parser.endLine();
for(int j=0; j<dataSize; j++)
{
getBuild(j, building)["name"].String() = name;
getBuild(j, building)["description"].String() = descr;
}
}
parser.endLine(); // silo
parser.endLine(); // blacksmith //unused entries
parser.endLine(); // moat
//shipyard with the ship
std::string name = parser.readString();
std::string descr = parser.readString();
parser.endLine();
for(int town=0; town<dataSize; town++)
{
getBuild(town, 20)["name"].String() = name;
getBuild(town, 20)["description"].String() = descr;
}
//blacksmith
for(int town=0; town<dataSize; town++)
{
getBuild(town, 16)["name"].String() = parser.readString();
getBuild(town, 16)["description"].String() = parser.readString();
parser.endLine();
}
}
{
CLegacyConfigParser parser(TextPath::builtin("DATA/BLDGSPEC.TXT"));
for(int town=0; town<dataSize; town++)
{
for(int build=0; build<9; build++)
{
getBuild(town, 17 + build)["name"].String() = parser.readString();
getBuild(town, 17 + build)["description"].String() = parser.readString();
parser.endLine();
}
getBuild(town, 26)["name"].String() = parser.readString(); // Grail
getBuild(town, 26)["description"].String() = parser.readString();
parser.endLine();
getBuild(town, 15)["name"].String() = parser.readString(); // Resource silo
getBuild(town, 15)["description"].String() = parser.readString();
parser.endLine();
}
}
{
CLegacyConfigParser parser(TextPath::builtin("DATA/DWELLING.TXT"));
for(int town=0; town<dataSize; town++)
{
for(int build=0; build<14; build++)
{
getBuild(town, 30 + build)["name"].String() = parser.readString();
getBuild(town, 30 + build)["description"].String() = parser.readString();
parser.endLine();
}
}
}
{
CLegacyConfigParser typeParser(TextPath::builtin("DATA/TOWNTYPE.TXT"));
CLegacyConfigParser nameParser(TextPath::builtin("DATA/TOWNNAME.TXT"));
size_t townID=0;
do
{
dest[townID]["name"].String() = typeParser.readString();
for (int i=0; i<NAMES_PER_TOWN; i++)
{
JsonNode name;
name.String() = nameParser.readString();
dest[townID]["town"]["names"].Vector().push_back(name);
nameParser.endLine();
}
townID++;
}
while (typeParser.endLine());
}
return dest;
}
void CTownHandler::loadBuildingRequirements(CBuilding * building, const JsonNode & source, std::vector<BuildingRequirementsHelper> & bidsToLoad) const
{
if (source.isNull())
return;
BuildingRequirementsHelper hlp;
hlp.building = building;
hlp.town = building->town;
hlp.json = source;
bidsToLoad.push_back(hlp);
}
void CTownHandler::loadBuildingBonuses(const JsonNode & source, BonusList & bonusList, CBuilding * building) const
{
for(const auto & b : source.Vector())
{
auto bonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::NONE, BonusSource::TOWN_STRUCTURE, 0, BonusSourceID(building->getUniqueTypeID()));
if(!JsonUtils::parseBonus(b, bonus.get()))
continue;
bonus->description.appendTextID(building->getNameTextID());
//JsonUtils::parseBuildingBonus produces UNKNOWN type propagator instead of empty.
assert(bonus->propagator == nullptr || bonus->propagator->getPropagatorType() != CBonusSystemNode::ENodeTypes::UNKNOWN);
if(bonus->propagator != nullptr
&& bonus->propagator->getPropagatorType() == CBonusSystemNode::ENodeTypes::UNKNOWN)
bonus->addPropagator(emptyPropagator());
building->addNewBonus(bonus, bonusList);
}
}
void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, const JsonNode & source)
{
assert(stringID.find(':') == std::string::npos);
assert(!source.getModScope().empty());
auto * ret = new CBuilding();
ret->bid = vstd::find_or(MappedKeys::BUILDING_NAMES_TO_TYPES, stringID, BuildingID::NONE);
ret->subId = BuildingSubID::NONE;
if(ret->bid == BuildingID::NONE && !source["id"].isNull())
{
// FIXME: A lot of false-positives with no clear way to handle them in mods
//logMod->warn("Building %s: id field is deprecated", stringID);
ret->bid = source["id"].isNull() ? BuildingID(BuildingID::NONE) : BuildingID(source["id"].Float());
}
if (ret->bid == BuildingID::NONE)
logMod->error("Building '%s' isn't recognized and won't work properly. Correct the typo or update VCMI.", stringID);
ret->mode = ret->bid == BuildingID::GRAIL
? CBuilding::BUILD_GRAIL
: vstd::find_or(CBuilding::MODES, source["mode"].String(), CBuilding::BUILD_NORMAL);
ret->height = vstd::find_or(CBuilding::TOWER_TYPES, source["height"].String(), CBuilding::HEIGHT_NO_TOWER);
ret->identifier = stringID;
ret->modScope = source.getModScope();
ret->town = town;
VLC->generaltexth->registerString(source.getModScope(), ret->getNameTextID(), source["name"].String());
VLC->generaltexth->registerString(source.getModScope(), ret->getDescriptionTextID(), source["description"].String());
ret->subId = vstd::find_or(MappedKeys::SPECIAL_BUILDINGS, source["type"].String(), BuildingSubID::NONE);
ret->resources = TResources(source["cost"]);
ret->produce = TResources(source["produce"]);
const JsonNode & fortifications = source["fortifications"];
if (!fortifications.isNull())
{
VLC->identifiers()->requestIdentifierOptional("creature", fortifications["citadelShooter"], [=](si32 identifier)
{
ret->fortifications.citadelShooter = CreatureID(identifier);
});
VLC->identifiers()->requestIdentifierOptional("creature", fortifications["upperTowerShooter"], [=](si32 identifier)
{
ret->fortifications.upperTowerShooter = CreatureID(identifier);
});
VLC->identifiers()->requestIdentifierOptional("creature", fortifications["lowerTowerShooter"], [=](si32 identifier)
{
ret->fortifications.lowerTowerShooter = CreatureID(identifier);
});
ret->fortifications.wallsHealth = fortifications["wallsHealth"].Integer();
ret->fortifications.citadelHealth = fortifications["citadelHealth"].Integer();
ret->fortifications.upperTowerHealth = fortifications["upperTowerHealth"].Integer();
ret->fortifications.lowerTowerHealth = fortifications["lowerTowerHealth"].Integer();
ret->fortifications.hasMoat = fortifications["hasMoat"].Bool();
}
loadBuildingBonuses(source["bonuses"], ret->buildingBonuses, ret);
if(!source["configuration"].isNull())
ret->rewardableObjectInfo.init(source["configuration"], ret->getBaseTextID());
//MODS COMPATIBILITY FOR pre-1.6
if(ret->produce.empty() && ret->bid == BuildingID::RESOURCE_SILO)
{
logGlobal->warn("Resource silo in town '%s' does not produces any resources!", ret->town->faction->getJsonKey());
switch (ret->town->primaryRes.toEnum())
{
case EGameResID::GOLD:
ret->produce[ret->town->primaryRes] = 500;
break;
case EGameResID::WOOD_AND_ORE:
ret->produce[EGameResID::WOOD] = 1;
ret->produce[EGameResID::ORE] = 1;
break;
default:
ret->produce[ret->town->primaryRes] = 1;
break;
}
}
loadBuildingRequirements(ret, source["requires"], requirementsToLoad);
if (!source["warMachine"].isNull())
{
VLC->identifiers()->requestIdentifier("artifact", source["warMachine"], [=](si32 identifier)
{
ret->warMachine = ArtifactID(identifier);
});
}
if (!source["upgrades"].isNull())
{
// building id and upgrades can't be the same
if(stringID == source["upgrades"].String())
{
throw std::runtime_error(boost::str(boost::format("Building with ID '%s' of town '%s' can't be an upgrade of the same building.") %
stringID % ret->town->faction->getNameTranslated()));
}
VLC->identifiers()->requestIdentifier(ret->town->getBuildingScope(), source["upgrades"], [=](si32 identifier)
{
ret->upgrade = BuildingID(identifier);
});
}
else
ret->upgrade = BuildingID::NONE;
ret->town->buildings[ret->bid] = ret;
for(const auto & element : source["marketModes"].Vector())
{
if(MappedKeys::MARKET_NAMES_TO_TYPES.count(element.String()))
ret->marketModes.insert(MappedKeys::MARKET_NAMES_TO_TYPES.at(element.String()));
}
registerObject(source.getModScope(), ret->town->getBuildingScope(), ret->identifier, ret->bid.getNum());
}
void CTownHandler::loadBuildings(CTown * town, const JsonNode & source)
{
if(source.isStruct())
{
for(const auto & node : source.Struct())
{
if (!node.second.isNull())
loadBuilding(town, node.first, node.second);
}
}
}
void CTownHandler::loadStructure(CTown &town, const std::string & stringID, const JsonNode & source) const
{
auto * ret = new CStructure();
ret->building = nullptr;
ret->buildable = nullptr;
VLC->identifiers()->tryRequestIdentifier( source.getModScope(), "building." + town.faction->getJsonKey(), stringID, [=, &town](si32 identifier) mutable
{
ret->building = town.buildings[BuildingID(identifier)];
});
if (source["builds"].isNull())
{
VLC->identifiers()->tryRequestIdentifier( source.getModScope(), "building." + town.faction->getJsonKey(), stringID, [=, &town](si32 identifier) mutable
{
ret->building = town.buildings[BuildingID(identifier)];
});
}
else
{
VLC->identifiers()->requestIdentifier("building." + town.faction->getJsonKey(), source["builds"], [=, &town](si32 identifier) mutable
{
ret->buildable = town.buildings[BuildingID(identifier)];
});
}
ret->identifier = stringID;
ret->pos.x = static_cast<si32>(source["x"].Float());
ret->pos.y = static_cast<si32>(source["y"].Float());
ret->pos.z = static_cast<si32>(source["z"].Float());
ret->hiddenUpgrade = source["hidden"].Bool();
ret->defName = AnimationPath::fromJson(source["animation"]);
ret->borderName = ImagePath::fromJson(source["border"]);
ret->areaName = ImagePath::fromJson(source["area"]);
town.clientInfo.structures.emplace_back(ret);
}
void CTownHandler::loadStructures(CTown &town, const JsonNode & source) const
{
for(const auto & node : source.Struct())
{
if (!node.second.isNull())
loadStructure(town, node.first, node.second);
}
}
void CTownHandler::loadTownHall(CTown &town, const JsonNode & source) const
{
auto & dstSlots = town.clientInfo.hallSlots;
const auto & srcSlots = source.Vector();
dstSlots.resize(srcSlots.size());
for(size_t i=0; i<dstSlots.size(); i++)
{
auto & dstRow = dstSlots[i];
const auto & srcRow = srcSlots[i].Vector();
dstRow.resize(srcRow.size());
for(size_t j=0; j < dstRow.size(); j++)
{
auto & dstBox = dstRow[j];
const auto & srcBox = srcRow[j].Vector();
dstBox.resize(srcBox.size());
for(size_t k=0; k<dstBox.size(); k++)
{
auto & dst = dstBox[k];
const auto & src = srcBox[k];
VLC->identifiers()->requestIdentifier("building." + town.faction->getJsonKey(), src, [&](si32 identifier)
{
dst = BuildingID(identifier);
});
}
}
}
}
Point JsonToPoint(const JsonNode & node)
{
if(!node.isStruct())
return Point::makeInvalid();
Point ret;
ret.x = static_cast<si32>(node["x"].Float());
ret.y = static_cast<si32>(node["y"].Float());
return ret;
}
void CTownHandler::loadSiegeScreen(CTown &town, const JsonNode & source) const
{
town.clientInfo.siegePrefix = source["imagePrefix"].String();
town.clientInfo.towerIconSmall = source["towerIconSmall"].String();
town.clientInfo.towerIconLarge = source["towerIconLarge"].String();
VLC->identifiers()->requestIdentifier("creature", source["shooter"], [&town](si32 creature)
{
auto crId = CreatureID(creature);
if((*VLC->creh)[crId]->animation.missileFrameAngles.empty())
logMod->error("Mod '%s' error: Creature '%s' on the Archer's tower is not a shooter. Mod should be fixed. Siege will not work properly!"
, town.faction->getNameTranslated()
, (*VLC->creh)[crId]->getNameSingularTranslated());
town.fortifications.citadelShooter = crId;
town.fortifications.upperTowerShooter = crId;
town.fortifications.lowerTowerShooter = crId;
});
auto & pos = town.clientInfo.siegePositions;
pos.resize(21);
pos[8] = JsonToPoint(source["towers"]["top"]["tower"]);
pos[17] = JsonToPoint(source["towers"]["top"]["battlement"]);
pos[20] = JsonToPoint(source["towers"]["top"]["creature"]);
pos[2] = JsonToPoint(source["towers"]["keep"]["tower"]);
pos[15] = JsonToPoint(source["towers"]["keep"]["battlement"]);
pos[18] = JsonToPoint(source["towers"]["keep"]["creature"]);
pos[3] = JsonToPoint(source["towers"]["bottom"]["tower"]);
pos[16] = JsonToPoint(source["towers"]["bottom"]["battlement"]);
pos[19] = JsonToPoint(source["towers"]["bottom"]["creature"]);
pos[9] = JsonToPoint(source["gate"]["gate"]);
pos[10] = JsonToPoint(source["gate"]["arch"]);
pos[7] = JsonToPoint(source["walls"]["upper"]);
pos[6] = JsonToPoint(source["walls"]["upperMid"]);
pos[5] = JsonToPoint(source["walls"]["bottomMid"]);
pos[4] = JsonToPoint(source["walls"]["bottom"]);
pos[13] = JsonToPoint(source["moat"]["moat"]);
pos[14] = JsonToPoint(source["moat"]["bank"]);
pos[11] = JsonToPoint(source["static"]["bottom"]);
pos[12] = JsonToPoint(source["static"]["top"]);
pos[1] = JsonToPoint(source["static"]["background"]);
}
static void readIcon(JsonNode source, std::string & small, std::string & large)
{
if (source.getType() == JsonNode::JsonType::DATA_STRUCT) // don't crash on old format
{
small = source["small"].String();
large = source["large"].String();
}
}
void CTownHandler::loadClientData(CTown &town, const JsonNode & source) const
{
CTown::ClientInfo & info = town.clientInfo;
readIcon(source["icons"]["village"]["normal"], info.iconSmall[0][0], info.iconLarge[0][0]);
readIcon(source["icons"]["village"]["built"], info.iconSmall[0][1], info.iconLarge[0][1]);
readIcon(source["icons"]["fort"]["normal"], info.iconSmall[1][0], info.iconLarge[1][0]);
readIcon(source["icons"]["fort"]["built"], info.iconSmall[1][1], info.iconLarge[1][1]);
if (source["musicTheme"].isVector())
{
for (auto const & entry : source["musicTheme"].Vector())
info.musicTheme.push_back(AudioPath::fromJson(entry));
}
else
{
info.musicTheme.push_back(AudioPath::fromJson(source["musicTheme"]));
}
info.hallBackground = ImagePath::fromJson(source["hallBackground"]);
info.townBackground = ImagePath::fromJson(source["townBackground"]);
info.guildWindow = ImagePath::fromJson(source["guildWindow"]);
info.buildingsIcons = AnimationPath::fromJson(source["buildingsIcons"]);
info.guildBackground = ImagePath::fromJson(source["guildBackground"]);
info.tavernVideo = VideoPath::fromJson(source["tavernVideo"]);
loadTownHall(town, source["hallSlots"]);
loadStructures(town, source["structures"]);
loadSiegeScreen(town, source["siege"]);
}
void CTownHandler::loadTown(CTown * town, const JsonNode & source)
{
const auto * resIter = boost::find(GameConstants::RESOURCE_NAMES, source["primaryResource"].String());
if(resIter == std::end(GameConstants::RESOURCE_NAMES))
town->primaryRes = GameResID(EGameResID::WOOD_AND_ORE); //Wood + Ore
else
town->primaryRes = GameResID(resIter - std::begin(GameConstants::RESOURCE_NAMES));
if (!source["warMachine"].isNull())
{
VLC->identifiers()->requestIdentifier( "creature", source["warMachine"], [=](si32 creatureID)
{
town->warMachineDeprecated = creatureID;
});
}
town->mageLevel = static_cast<ui32>(source["mageGuild"].Float());
town->namesCount = 0;
for(const auto & name : source["names"].Vector())
{
VLC->generaltexth->registerString(town->faction->modScope, town->getRandomNameTextID(town->namesCount), name.String());
town->namesCount += 1;
}
if (!source["moatAbility"].isNull()) // VCMI 1.2 compatibility code
{
VLC->identifiers()->requestIdentifier( "spell", source["moatAbility"], [=](si32 ability)
{
town->fortifications.moatSpell = SpellID(ability);
});
}
else
{
VLC->identifiers()->requestIdentifier( source.getModScope(), "spell", "castleMoat", [=](si32 ability)
{
town->fortifications.moatSpell = SpellID(ability);
});
}
// Horde building creature level
for(const JsonNode &node : source["horde"].Vector())
town->hordeLvl[static_cast<int>(town->hordeLvl.size())] = static_cast<int>(node.Float());
// town needs to have exactly 2 horde entries. Validation will take care of 2+ entries
// but anything below 2 must be handled here
for (size_t i=source["horde"].Vector().size(); i<2; i++)
town->hordeLvl[static_cast<int>(i)] = -1;
const JsonVector & creatures = source["creatures"].Vector();
town->creatures.resize(creatures.size());
for (size_t i=0; i< creatures.size(); i++)
{
const JsonVector & level = creatures[i].Vector();
town->creatures[i].resize(level.size());
for (size_t j=0; j<level.size(); j++)
{
VLC->identifiers()->requestIdentifier("creature", level[j], [=](si32 creature)
{
town->creatures[i][j] = CreatureID(creature);
});
}
}
town->defaultTavernChance = static_cast<ui32>(source["defaultTavern"].Float());
/// set chance of specific hero class to appear in this town
for(const auto & node : source["tavern"].Struct())
{
int chance = static_cast<int>(node.second.Float());
VLC->identifiers()->requestIdentifier(node.second.getModScope(), "heroClass",node.first, [=](si32 classID)
{
VLC->heroclassesh->objects[classID]->selectionProbability[town->faction->getId()] = chance;
});
}
for(const auto & node : source["guildSpells"].Struct())
{
int chance = static_cast<int>(node.second.Float());
VLC->identifiers()->requestIdentifier(node.second.getModScope(), "spell", node.first, [=](si32 spellID)
{
VLC->spellh->objects.at(spellID)->probabilities[town->faction->getId()] = chance;
});
}
for(const JsonNode & d : source["adventureMap"]["dwellings"].Vector())
{
town->dwellings.push_back(d["graphics"].String());
town->dwellingNames.push_back(d["name"].String());
}
loadBuildings(town, source["buildings"]);
loadClientData(*town, source);
}
void CTownHandler::loadPuzzle(CFaction &faction, const JsonNode &source) const
{
faction.puzzleMap.reserve(GameConstants::PUZZLE_MAP_PIECES);
std::string prefix = source["prefix"].String();
for(const JsonNode &piece : source["pieces"].Vector())
{
size_t index = faction.puzzleMap.size();
SPuzzleInfo spi;
spi.position.x = static_cast<si16>(piece["x"].Float());
spi.position.y = static_cast<si16>(piece["y"].Float());
spi.whenUncovered = static_cast<ui16>(piece["index"].Float());
spi.number = static_cast<ui16>(index);
// filename calculation
std::ostringstream suffix;
suffix << std::setfill('0') << std::setw(2) << index;
spi.filename = ImagePath::builtinTODO(prefix + suffix.str());
faction.puzzleMap.push_back(spi);
}
assert(faction.puzzleMap.size() == GameConstants::PUZZLE_MAP_PIECES);
}
std::shared_ptr<CFaction> CTownHandler::loadFromJson(const std::string & scope, const JsonNode & source, const std::string & identifier, size_t index)
{
assert(identifier.find(':') == std::string::npos);
auto faction = std::make_shared<CFaction>();
faction->index = static_cast<FactionID>(index);
faction->modScope = scope;
faction->identifier = identifier;
VLC->generaltexth->registerString(scope, faction->getNameTextID(), source["name"].String());
VLC->generaltexth->registerString(scope, faction->getDescriptionTranslated(), source["description"].String());
faction->creatureBg120 = ImagePath::fromJson(source["creatureBackground"]["120px"]);
faction->creatureBg130 = ImagePath::fromJson(source["creatureBackground"]["130px"]);
faction->boatType = BoatId::CASTLE; //Do not crash
if (!source["boat"].isNull())
{
VLC->identifiers()->requestIdentifier("core:boat", source["boat"], [=](int32_t boatTypeID)
{
faction->boatType = BoatId(boatTypeID);
});
}
int alignment = vstd::find_pos(GameConstants::ALIGNMENT_NAMES, source["alignment"].String());
if (alignment == -1)
faction->alignment = EAlignment::NEUTRAL;
else
faction->alignment = static_cast<EAlignment>(alignment);
auto preferUndergound = source["preferUndergroundPlacement"];
faction->preferUndergroundPlacement = preferUndergound.isNull() ? false : preferUndergound.Bool();
faction->special = source["special"].Bool();
// NOTE: semi-workaround - normally, towns are supposed to have native terrains.
// Towns without one are exceptions. So, vcmi requires nativeTerrain to be defined
// But allows it to be defined with explicit value of "none" if town should not have native terrain
// This is better than allowing such terrain-less towns silently, leading to issues with RMG
faction->nativeTerrain = ETerrainId::NONE;
if ( !source["nativeTerrain"].isNull() && source["nativeTerrain"].String() != "none")
{
VLC->identifiers()->requestIdentifier("terrain", source["nativeTerrain"], [=](int32_t index){
faction->nativeTerrain = TerrainId(index);
auto const & terrain = VLC->terrainTypeHandler->getById(faction->nativeTerrain);
if (!terrain->isSurface() && !terrain->isUnderground())
logMod->warn("Faction %s has terrain %s as native, but terrain is not suitable for either surface or subterranean layers!", faction->getJsonKey(), terrain->getJsonKey());
});
}
if (!source["town"].isNull())
{
faction->town = new CTown();
faction->town->faction = faction.get();
loadTown(faction->town, source["town"]);
}
else
faction->town = nullptr;
if (!source["puzzleMap"].isNull())
loadPuzzle(*faction, source["puzzleMap"]);
return faction;
}
void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
{
auto object = loadFromJson(scope, data, name, objects.size());
objects.emplace_back(object);
if (object->town)
{
auto & info = object->town->clientInfo;
info.icons[0][0] = 8 + object->index.getNum() * 4 + 0;
info.icons[0][1] = 8 + object->index.getNum() * 4 + 1;
info.icons[1][0] = 8 + object->index.getNum() * 4 + 2;
info.icons[1][1] = 8 + object->index.getNum() * 4 + 3;
VLC->identifiers()->requestIdentifier(scope, "object", "town", [=](si32 index)
{
// register town once objects are loaded
JsonNode config = data["town"]["mapObject"];
config["faction"].String() = name;
config["faction"].setModScope(scope, false);
if (config.getModScope().empty())// MODS COMPATIBILITY FOR 0.96
config.setModScope(scope, false);
VLC->objtypeh->loadSubObject(object->identifier, config, index, object->index);
// MODS COMPATIBILITY FOR 0.96
const auto & advMap = data["town"]["adventureMap"];
if (!advMap.isNull())
{
logMod->warn("Outdated town mod. Will try to generate valid templates out of fort");
JsonNode config;
config["animation"] = advMap["castle"];
VLC->objtypeh->getHandlerFor(index, object->index)->addTemplate(config);
}
});
}
registerObject(scope, "faction", name, object->index.getNum());
}
void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
{
auto object = loadFromJson(scope, data, name, index);
if (objects.size() > index)
assert(objects[index] == nullptr); // ensure that this id was not loaded before
else
objects.resize(index + 1);
objects[index] = object;
if (object->town)
{
auto & info = object->town->clientInfo;
info.icons[0][0] = (GameConstants::F_NUMBER + object->index.getNum()) * 2 + 0;
info.icons[0][1] = (GameConstants::F_NUMBER + object->index.getNum()) * 2 + 1;
info.icons[1][0] = object->index.getNum() * 2 + 0;
info.icons[1][1] = object->index.getNum() * 2 + 1;
VLC->identifiers()->requestIdentifier(scope, "object", "town", [=](si32 index)
{
// register town once objects are loaded
JsonNode config = data["town"]["mapObject"];
config["faction"].String() = name;
config["faction"].setModScope(scope, false);
VLC->objtypeh->loadSubObject(object->identifier, config, index, object->index);
});
}
registerObject(scope, "faction", name, object->index.getNum());
}
void CTownHandler::loadRandomFaction()
{
JsonNode randomFactionJson(JsonPath::builtin("config/factions/random.json"));
randomFactionJson.setModScope(ModScope::scopeBuiltin(), true);
loadBuildings(randomTown, randomFactionJson["random"]["town"]["buildings"]);
}
void CTownHandler::loadCustom()
{
loadRandomFaction();
}
void CTownHandler::beforeValidate(JsonNode & object)
{
if (object.Struct().count("town") == 0)
return;
const auto & inheritBuilding = [this](const std::string & name, JsonNode & target)
{
if (buildingsLibrary.Struct().count(name) == 0)
return;
JsonNode baseCopy(buildingsLibrary[name]);
baseCopy.setModScope(target.getModScope());
JsonUtils::inherit(target, baseCopy);
};
for (auto & building : object["town"]["buildings"].Struct())
{
inheritBuilding(building.first, building.second);
if (building.second.Struct().count("type"))
inheritBuilding(building.second["type"].String(), building.second);
// MODS COMPATIBILITY FOR pre-1.6
// convert old buildigns with onVisitBonuses into configurable building
if (building.second.Struct().count("onVisitBonuses"))
{
building.second["configuration"]["visitMode"] = JsonNode("bonus");
building.second["configuration"]["visitMode"]["rewards"][0]["message"] = building.second["description"];
building.second["configuration"]["visitMode"]["rewards"][0]["bonuses"] = building.second["onVisitBonuses"];
}
}
}
void CTownHandler::afterLoadFinalization()
{
initializeRequirements();
}
void CTownHandler::initializeRequirements()
{
// must be done separately after all ID's are known
for (auto & requirement : requirementsToLoad)
{
requirement.building->requirements = CBuilding::TRequired(requirement.json, [&](const JsonNode & node) -> BuildingID
{
if (node.Vector().size() > 1)
{
logMod->error("Unexpected length of town buildings requirements: %d", node.Vector().size());
logMod->error("Entry contains: ");
logMod->error(node.toString());
}
auto index = VLC->identifiers()->getIdentifier(requirement.town->getBuildingScope(), node[0]);
if (!index.has_value())
{
logMod->error("Unknown building in town buildings: %s", node[0].String());
return BuildingID::NONE;
}
return BuildingID(index.value());
});
}
requirementsToLoad.clear();
}
std::set<FactionID> CTownHandler::getDefaultAllowed() const
{
std::set<FactionID> allowedFactions;
for(const auto & town : objects)
if (town->town != nullptr && !town->special)
allowedFactions.insert(town->getId());
return allowedFactions;
}
std::set<FactionID> CTownHandler::getAllowedFactions(bool withTown) const
{
if (withTown)
return getDefaultAllowed();
std::set<FactionID> result;
for(const auto & town : objects)
result.insert(town->getId());
return result;
}
const std::vector<std::string> & CTownHandler::getTypeNames() const
{
static const std::vector<std::string> typeNames = { "faction", "town" };
return typeNames;
}
VCMI_LIB_NAMESPACE_END