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vcmi/lib/mapObjects/JsonRandom.cpp
AlexVinS 685deddac1 Start spell-relatet files reorganisation
* moved existing files to separate directory
-> todo: split mechanics
2015-02-26 08:39:48 +03:00

230 lines
6.5 KiB
C++

/*
*
* CRewardableObject.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 "JsonRandom.h"
#include "../JsonNode.h"
#include "../CRandomGenerator.h"
#include "../StringConstants.h"
#include "../VCMI_Lib.h"
#include "../CModHandler.h"
#include "../CArtHandler.h"
#include "../CCreatureHandler.h"
#include "../CCreatureSet.h"
#include "../spells/CSpellHandler.h"
namespace JsonRandom
{
si32 loadValue(const JsonNode & value, CRandomGenerator & rng, si32 defaultValue)
{
if (value.isNull())
return defaultValue;
if (value.getType() == JsonNode::DATA_FLOAT)
return value.Float();
if (!value["amount"].isNull())
return value["amount"].Float();
si32 min = value["min"].Float();
si32 max = value["max"].Float();
return rng.getIntRange(min, max)();
}
TResources loadResources(const JsonNode & value, CRandomGenerator & rng)
{
TResources ret;
for (size_t i=0; i<GameConstants::RESOURCE_QUANTITY; i++)
{
ret[i] = loadValue(value[GameConstants::RESOURCE_NAMES[i]], rng);
}
return ret;
}
std::vector<si32> loadPrimary(const JsonNode & value, CRandomGenerator & rng)
{
std::vector<si32> ret;
for (auto & name : PrimarySkill::names)
{
ret.push_back(loadValue(value[name], rng));
}
return ret;
}
std::map<SecondarySkill, si32> loadSecondary(const JsonNode & value, CRandomGenerator & rng)
{
std::map<SecondarySkill, si32> ret;
for (auto & pair : value.Struct())
{
SecondarySkill id(VLC->modh->identifiers.getIdentifier(pair.second.meta, "skill", pair.first).get());
ret[id] = loadValue(pair.second, rng);
}
return ret;
}
ArtifactID loadArtifact(const JsonNode & value, CRandomGenerator & rng)
{
if (value.getType() == JsonNode::DATA_STRING)
return ArtifactID(VLC->modh->identifiers.getIdentifier("artifact", value).get());
std::set<CArtifact::EartClass> allowedClasses;
std::set<ArtifactPosition> allowedPositions;
ui32 minValue = 0;
ui32 maxValue = std::numeric_limits<ui32>::max();
if (value["class"].getType() == JsonNode::DATA_STRING)
allowedClasses.insert(VLC->arth->stringToClass(value["class"].String()));
else
for (auto & entry : value["class"].Vector())
allowedClasses.insert(VLC->arth->stringToClass(entry.String()));
if (value["slot"].getType() == JsonNode::DATA_STRING)
allowedPositions.insert(VLC->arth->stringToSlot(value["class"].String()));
else
for (auto & entry : value["slot"].Vector())
allowedPositions.insert(VLC->arth->stringToSlot(entry.String()));
if (!value["minValue"].isNull()) minValue = value["minValue"].Float();
if (!value["maxValue"].isNull()) maxValue = value["maxValue"].Float();
return VLC->arth->pickRandomArtifact(rng, [=](ArtifactID artID) -> bool
{
CArtifact * art = VLC->arth->artifacts[artID];
if (!vstd::iswithin(art->price, minValue, maxValue))
return false;
if (!allowedClasses.empty() && !allowedClasses.count(art->aClass))
return false;
if (!allowedPositions.empty())
{
for (auto pos : art->possibleSlots[ArtBearer::HERO])
{
if (allowedPositions.count(pos))
return true;
}
return false;
}
return true;
});
}
std::vector<ArtifactID> loadArtifacts(const JsonNode & value, CRandomGenerator & rng)
{
std::vector<ArtifactID> ret;
for (const JsonNode & entry : value.Vector())
{
ret.push_back(loadArtifact(entry, rng));
}
return ret;
}
SpellID loadSpell(const JsonNode & value, CRandomGenerator & rng, std::vector<SpellID> spells)
{
if (value.getType() == JsonNode::DATA_STRING)
return SpellID(VLC->modh->identifiers.getIdentifier("spell", value).get());
if (value["type"].getType() == JsonNode::DATA_STRING)
return SpellID(VLC->modh->identifiers.getIdentifier("spell", value["type"]).get());
spells.erase(std::remove_if(spells.begin(), spells.end(), [=](SpellID spell)
{
return VLC->spellh->objects[spell]->level != si32(value["level"].Float());
}), spells.end());
return SpellID(*RandomGeneratorUtil::nextItem(spells, rng));
}
std::vector<SpellID> loadSpells(const JsonNode & value, CRandomGenerator & rng, std::vector<SpellID> spells)
{
// possible extensions: (taken from spell json config)
// "type": "adventure",//"adventure", "combat", "ability"
// "school": {"air":true, "earth":true, "fire":true, "water":true},
// "level": 1,
std::vector<SpellID> ret;
for (const JsonNode & entry : value.Vector())
{
ret.push_back(loadSpell(entry, rng, spells));
}
return ret;
}
CStackBasicDescriptor loadCreature(const JsonNode & value, CRandomGenerator & rng)
{
CStackBasicDescriptor stack;
stack.type = VLC->creh->creatures[VLC->modh->identifiers.getIdentifier("creature", value["type"]).get()];
stack.count = loadValue(value, rng);
if (!value["upgradeChance"].isNull() && !stack.type->upgrades.empty())
{
if (int(value["upgradeChance"].Float()) > rng.nextInt(99)) // select random upgrade
{
stack.type = VLC->creh->creatures[*RandomGeneratorUtil::nextItem(stack.type->upgrades, rng)];
}
}
return stack;
}
std::vector<CStackBasicDescriptor> loadCreatures(const JsonNode & value, CRandomGenerator & rng)
{
std::vector<CStackBasicDescriptor> ret;
for (const JsonNode & node : value.Vector())
{
ret.push_back(loadCreature(node, rng));
}
return ret;
}
std::vector<RandomStackInfo> evaluateCreatures(const JsonNode & value)
{
std::vector<RandomStackInfo> ret;
for (const JsonNode & node : value.Vector())
{
RandomStackInfo info;
if (!node["amount"].isNull())
info.minAmount = info.maxAmount = node["amount"].Float();
else
{
info.minAmount = node["min"].Float();
info.maxAmount = node["max"].Float();
}
const CCreature * crea = VLC->creh->creatures[VLC->modh->identifiers.getIdentifier("creature", node["type"]).get()];
info.allowedCreatures.push_back(crea);
if (node["upgradeChance"].Float() > 0)
{
for (auto creaID : crea->upgrades)
info.allowedCreatures.push_back(VLC->creh->creatures[creaID]);
}
ret.push_back(info);
}
return ret;
}
//std::vector<Component> loadComponents(const JsonNode & value)
//{
// std::vector<Component> ret;
// return ret;
// //TODO
//}
std::vector<Bonus> DLL_LINKAGE loadBonuses(const JsonNode & value)
{
std::vector<Bonus> ret;
for (const JsonNode & entry : value.Vector())
{
Bonus * bonus = JsonUtils::parseBonus(entry);
ret.push_back(*bonus);
delete bonus;
}
return ret;
}
}