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https://github.com/vcmi/vcmi.git
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36c1ed670f
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)
951 lines
30 KiB
C++
951 lines
30 KiB
C++
/*
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* CTownHandler.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 "CTownHandler.h"
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#include "CTown.h"
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#include "CFaction.h"
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#include "../building/CBuilding.h"
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#include "../../CCreatureHandler.h"
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#include "../../CHeroHandler.h"
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#include "../../GameSettings.h"
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#include "../../TerrainHandler.h"
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#include "../../VCMI_Lib.h"
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#include "../../bonuses/Propagators.h"
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#include "../../constants/StringConstants.h"
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#include "../../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../../modding/IdentifierStorage.h"
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#include "../../modding/ModScope.h"
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#include "../../spells/CSpellHandler.h"
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#include "../../texts/CGeneralTextHandler.h"
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#include "../../texts/CLegacyConfigParser.h"
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#include "../../json/JsonBonus.h"
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#include "../../json/JsonUtils.h"
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VCMI_LIB_NAMESPACE_BEGIN
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const int NAMES_PER_TOWN=16; // number of town names per faction in H3 files. Json can define any number
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CTownHandler::CTownHandler()
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: buildingsLibrary(JsonPath::builtin("config/buildingsLibrary"))
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, randomTown(new CTown())
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, randomFaction(new CFaction())
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{
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randomFaction->town = randomTown;
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randomTown->faction = randomFaction;
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randomFaction->identifier = "random";
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randomFaction->modScope = "core";
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}
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CTownHandler::~CTownHandler()
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{
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delete randomFaction; // will also delete randomTown
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}
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JsonNode readBuilding(CLegacyConfigParser & parser)
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{
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JsonNode ret;
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JsonNode & cost = ret["cost"];
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//note: this code will try to parse mithril as well but wil always return 0 for it
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for(const std::string & resID : GameConstants::RESOURCE_NAMES)
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cost[resID].Float() = parser.readNumber();
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cost.Struct().erase("mithril"); // erase mithril to avoid confusing validator
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parser.endLine();
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return ret;
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}
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const TPropagatorPtr & CTownHandler::emptyPropagator()
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{
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static const TPropagatorPtr emptyProp(nullptr);
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return emptyProp;
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}
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std::vector<JsonNode> CTownHandler::loadLegacyData()
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{
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size_t dataSize = VLC->settings()->getInteger(EGameSettings::TEXTS_FACTION);
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std::vector<JsonNode> dest(dataSize);
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objects.resize(dataSize);
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auto getBuild = [&](size_t town, size_t building) -> JsonNode &
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{
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return dest[town]["town"]["buildings"][EBuildingType::names[building]];
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};
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CLegacyConfigParser parser(TextPath::builtin("DATA/BUILDING.TXT"));
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parser.endLine(); // header
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parser.endLine();
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//Unique buildings
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for (size_t town=0; town<dataSize; town++)
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{
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parser.endLine(); //header
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parser.endLine();
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int buildID = 17;
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do
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{
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getBuild(town, buildID) = readBuilding(parser);
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buildID++;
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}
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while (!parser.isNextEntryEmpty());
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}
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// Common buildings
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parser.endLine(); // header
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parser.endLine();
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parser.endLine();
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int buildID = 0;
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do
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{
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JsonNode building = readBuilding(parser);
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for (size_t town=0; town<dataSize; town++)
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getBuild(town, buildID) = building;
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buildID++;
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}
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while (!parser.isNextEntryEmpty());
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parser.endLine(); //header
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parser.endLine();
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//Dwellings
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for (size_t town=0; town<dataSize; town++)
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{
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parser.endLine(); //header
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parser.endLine();
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for (size_t i=0; i<14; i++)
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{
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getBuild(town, 30+i) = readBuilding(parser);
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}
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}
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{
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CLegacyConfigParser parser(TextPath::builtin("DATA/BLDGNEUT.TXT"));
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for(int building=0; building<15; building++)
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{
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std::string name = parser.readString();
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std::string descr = parser.readString();
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parser.endLine();
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for(int j=0; j<dataSize; j++)
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{
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getBuild(j, building)["name"].String() = name;
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getBuild(j, building)["description"].String() = descr;
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}
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}
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parser.endLine(); // silo
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parser.endLine(); // blacksmith //unused entries
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parser.endLine(); // moat
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//shipyard with the ship
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std::string name = parser.readString();
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std::string descr = parser.readString();
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parser.endLine();
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for(int town=0; town<dataSize; town++)
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{
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getBuild(town, 20)["name"].String() = name;
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getBuild(town, 20)["description"].String() = descr;
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}
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//blacksmith
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for(int town=0; town<dataSize; town++)
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{
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getBuild(town, 16)["name"].String() = parser.readString();
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getBuild(town, 16)["description"].String() = parser.readString();
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parser.endLine();
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}
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}
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{
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CLegacyConfigParser parser(TextPath::builtin("DATA/BLDGSPEC.TXT"));
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for(int town=0; town<dataSize; town++)
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{
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for(int build=0; build<9; build++)
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{
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getBuild(town, 17 + build)["name"].String() = parser.readString();
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getBuild(town, 17 + build)["description"].String() = parser.readString();
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parser.endLine();
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}
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getBuild(town, 26)["name"].String() = parser.readString(); // Grail
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getBuild(town, 26)["description"].String() = parser.readString();
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parser.endLine();
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getBuild(town, 15)["name"].String() = parser.readString(); // Resource silo
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getBuild(town, 15)["description"].String() = parser.readString();
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parser.endLine();
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}
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}
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{
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CLegacyConfigParser parser(TextPath::builtin("DATA/DWELLING.TXT"));
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for(int town=0; town<dataSize; town++)
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{
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for(int build=0; build<14; build++)
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{
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getBuild(town, 30 + build)["name"].String() = parser.readString();
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getBuild(town, 30 + build)["description"].String() = parser.readString();
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parser.endLine();
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}
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}
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}
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{
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CLegacyConfigParser typeParser(TextPath::builtin("DATA/TOWNTYPE.TXT"));
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CLegacyConfigParser nameParser(TextPath::builtin("DATA/TOWNNAME.TXT"));
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size_t townID=0;
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do
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{
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dest[townID]["name"].String() = typeParser.readString();
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for (int i=0; i<NAMES_PER_TOWN; i++)
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{
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JsonNode name;
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name.String() = nameParser.readString();
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dest[townID]["town"]["names"].Vector().push_back(name);
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nameParser.endLine();
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}
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townID++;
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}
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while (typeParser.endLine());
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}
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return dest;
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}
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void CTownHandler::loadBuildingRequirements(CBuilding * building, const JsonNode & source, std::vector<BuildingRequirementsHelper> & bidsToLoad) const
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{
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if (source.isNull())
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return;
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BuildingRequirementsHelper hlp;
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hlp.building = building;
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hlp.town = building->town;
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hlp.json = source;
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bidsToLoad.push_back(hlp);
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}
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void CTownHandler::loadBuildingBonuses(const JsonNode & source, BonusList & bonusList, CBuilding * building) const
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{
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for(const auto & b : source.Vector())
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{
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auto bonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::NONE, BonusSource::TOWN_STRUCTURE, 0, BonusSourceID(building->getUniqueTypeID()));
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if(!JsonUtils::parseBonus(b, bonus.get()))
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continue;
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bonus->description.appendTextID(building->getNameTextID());
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//JsonUtils::parseBuildingBonus produces UNKNOWN type propagator instead of empty.
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assert(bonus->propagator == nullptr || bonus->propagator->getPropagatorType() != CBonusSystemNode::ENodeTypes::UNKNOWN);
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if(bonus->propagator != nullptr
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&& bonus->propagator->getPropagatorType() == CBonusSystemNode::ENodeTypes::UNKNOWN)
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bonus->addPropagator(emptyPropagator());
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building->addNewBonus(bonus, bonusList);
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}
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}
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void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, const JsonNode & source)
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{
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assert(stringID.find(':') == std::string::npos);
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assert(!source.getModScope().empty());
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auto * ret = new CBuilding();
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ret->bid = vstd::find_or(MappedKeys::BUILDING_NAMES_TO_TYPES, stringID, BuildingID::NONE);
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ret->subId = BuildingSubID::NONE;
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if(ret->bid == BuildingID::NONE && !source["id"].isNull())
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{
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// FIXME: A lot of false-positives with no clear way to handle them in mods
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//logMod->warn("Building %s: id field is deprecated", stringID);
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ret->bid = source["id"].isNull() ? BuildingID(BuildingID::NONE) : BuildingID(source["id"].Float());
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}
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if (ret->bid == BuildingID::NONE)
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logMod->error("Building '%s' isn't recognized and won't work properly. Correct the typo or update VCMI.", stringID);
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ret->mode = ret->bid == BuildingID::GRAIL
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? CBuilding::BUILD_GRAIL
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: vstd::find_or(CBuilding::MODES, source["mode"].String(), CBuilding::BUILD_NORMAL);
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ret->height = vstd::find_or(CBuilding::TOWER_TYPES, source["height"].String(), CBuilding::HEIGHT_NO_TOWER);
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ret->identifier = stringID;
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ret->modScope = source.getModScope();
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ret->town = town;
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VLC->generaltexth->registerString(source.getModScope(), ret->getNameTextID(), source["name"].String());
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VLC->generaltexth->registerString(source.getModScope(), ret->getDescriptionTextID(), source["description"].String());
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ret->subId = vstd::find_or(MappedKeys::SPECIAL_BUILDINGS, source["type"].String(), BuildingSubID::NONE);
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ret->resources = TResources(source["cost"]);
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ret->produce = TResources(source["produce"]);
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const JsonNode & fortifications = source["fortifications"];
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if (!fortifications.isNull())
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{
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VLC->identifiers()->requestIdentifierOptional("creature", fortifications["citadelShooter"], [=](si32 identifier)
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{
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ret->fortifications.citadelShooter = CreatureID(identifier);
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});
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VLC->identifiers()->requestIdentifierOptional("creature", fortifications["upperTowerShooter"], [=](si32 identifier)
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{
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ret->fortifications.upperTowerShooter = CreatureID(identifier);
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});
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VLC->identifiers()->requestIdentifierOptional("creature", fortifications["lowerTowerShooter"], [=](si32 identifier)
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{
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ret->fortifications.lowerTowerShooter = CreatureID(identifier);
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});
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ret->fortifications.wallsHealth = fortifications["wallsHealth"].Integer();
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ret->fortifications.citadelHealth = fortifications["citadelHealth"].Integer();
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ret->fortifications.upperTowerHealth = fortifications["upperTowerHealth"].Integer();
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ret->fortifications.lowerTowerHealth = fortifications["lowerTowerHealth"].Integer();
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ret->fortifications.hasMoat = fortifications["hasMoat"].Bool();
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}
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loadBuildingBonuses(source["bonuses"], ret->buildingBonuses, ret);
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if(!source["configuration"].isNull())
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ret->rewardableObjectInfo.init(source["configuration"], ret->getBaseTextID());
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//MODS COMPATIBILITY FOR pre-1.6
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if(ret->produce.empty() && ret->bid == BuildingID::RESOURCE_SILO)
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{
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logGlobal->warn("Resource silo in town '%s' does not produces any resources!", ret->town->faction->getJsonKey());
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switch (ret->town->primaryRes.toEnum())
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{
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case EGameResID::GOLD:
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ret->produce[ret->town->primaryRes] = 500;
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break;
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case EGameResID::WOOD_AND_ORE:
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ret->produce[EGameResID::WOOD] = 1;
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ret->produce[EGameResID::ORE] = 1;
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break;
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default:
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ret->produce[ret->town->primaryRes] = 1;
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break;
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}
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}
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loadBuildingRequirements(ret, source["requires"], requirementsToLoad);
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if (!source["warMachine"].isNull())
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{
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VLC->identifiers()->requestIdentifier("artifact", source["warMachine"], [=](si32 identifier)
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{
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ret->warMachine = ArtifactID(identifier);
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});
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}
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if (!source["upgrades"].isNull())
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{
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// building id and upgrades can't be the same
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if(stringID == source["upgrades"].String())
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{
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throw std::runtime_error(boost::str(boost::format("Building with ID '%s' of town '%s' can't be an upgrade of the same building.") %
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stringID % ret->town->faction->getNameTranslated()));
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}
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VLC->identifiers()->requestIdentifier(ret->town->getBuildingScope(), source["upgrades"], [=](si32 identifier)
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{
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ret->upgrade = BuildingID(identifier);
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});
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}
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else
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ret->upgrade = BuildingID::NONE;
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ret->town->buildings[ret->bid] = ret;
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for(const auto & element : source["marketModes"].Vector())
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{
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if(MappedKeys::MARKET_NAMES_TO_TYPES.count(element.String()))
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ret->marketModes.insert(MappedKeys::MARKET_NAMES_TO_TYPES.at(element.String()));
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}
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registerObject(source.getModScope(), ret->town->getBuildingScope(), ret->identifier, ret->bid.getNum());
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}
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void CTownHandler::loadBuildings(CTown * town, const JsonNode & source)
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{
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if(source.isStruct())
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{
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for(const auto & node : source.Struct())
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{
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if (!node.second.isNull())
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loadBuilding(town, node.first, node.second);
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}
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}
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}
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void CTownHandler::loadStructure(CTown &town, const std::string & stringID, const JsonNode & source) const
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{
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auto * ret = new CStructure();
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ret->building = nullptr;
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ret->buildable = nullptr;
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VLC->identifiers()->tryRequestIdentifier( source.getModScope(), "building." + town.faction->getJsonKey(), stringID, [=, &town](si32 identifier) mutable
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{
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ret->building = town.buildings[BuildingID(identifier)];
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});
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if (source["builds"].isNull())
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{
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VLC->identifiers()->tryRequestIdentifier( source.getModScope(), "building." + town.faction->getJsonKey(), stringID, [=, &town](si32 identifier) mutable
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{
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ret->building = town.buildings[BuildingID(identifier)];
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});
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}
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else
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{
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VLC->identifiers()->requestIdentifier("building." + town.faction->getJsonKey(), source["builds"], [=, &town](si32 identifier) mutable
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{
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ret->buildable = town.buildings[BuildingID(identifier)];
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});
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}
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ret->identifier = stringID;
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ret->pos.x = static_cast<si32>(source["x"].Float());
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ret->pos.y = static_cast<si32>(source["y"].Float());
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ret->pos.z = static_cast<si32>(source["z"].Float());
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ret->hiddenUpgrade = source["hidden"].Bool();
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ret->defName = AnimationPath::fromJson(source["animation"]);
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ret->borderName = ImagePath::fromJson(source["border"]);
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ret->areaName = ImagePath::fromJson(source["area"]);
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town.clientInfo.structures.emplace_back(ret);
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}
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void CTownHandler::loadStructures(CTown &town, const JsonNode & source) const
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{
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for(const auto & node : source.Struct())
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{
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if (!node.second.isNull())
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loadStructure(town, node.first, node.second);
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}
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}
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void CTownHandler::loadTownHall(CTown &town, const JsonNode & source) const
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{
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auto & dstSlots = town.clientInfo.hallSlots;
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const auto & srcSlots = source.Vector();
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dstSlots.resize(srcSlots.size());
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for(size_t i=0; i<dstSlots.size(); i++)
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{
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auto & dstRow = dstSlots[i];
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const auto & srcRow = srcSlots[i].Vector();
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dstRow.resize(srcRow.size());
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for(size_t j=0; j < dstRow.size(); j++)
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{
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auto & dstBox = dstRow[j];
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const auto & srcBox = srcRow[j].Vector();
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dstBox.resize(srcBox.size());
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for(size_t k=0; k<dstBox.size(); k++)
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{
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auto & dst = dstBox[k];
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const auto & src = srcBox[k];
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VLC->identifiers()->requestIdentifier("building." + town.faction->getJsonKey(), src, [&](si32 identifier)
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{
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dst = BuildingID(identifier);
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});
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}
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}
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}
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}
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Point JsonToPoint(const JsonNode & node)
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{
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if(!node.isStruct())
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return Point::makeInvalid();
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Point ret;
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ret.x = static_cast<si32>(node["x"].Float());
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ret.y = static_cast<si32>(node["y"].Float());
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return ret;
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}
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void CTownHandler::loadSiegeScreen(CTown &town, const JsonNode & source) const
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{
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town.clientInfo.siegePrefix = source["imagePrefix"].String();
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town.clientInfo.towerIconSmall = source["towerIconSmall"].String();
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town.clientInfo.towerIconLarge = source["towerIconLarge"].String();
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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
|