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https://github.com/vcmi/vcmi.git
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685deddac1
* moved existing files to separate directory -> todo: split mechanics
230 lines
6.5 KiB
C++
230 lines
6.5 KiB
C++
/*
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*
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* CRewardableObject.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 "JsonRandom.h"
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#include "../JsonNode.h"
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#include "../CRandomGenerator.h"
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#include "../StringConstants.h"
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#include "../VCMI_Lib.h"
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#include "../CModHandler.h"
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#include "../CArtHandler.h"
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#include "../CCreatureHandler.h"
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#include "../CCreatureSet.h"
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#include "../spells/CSpellHandler.h"
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namespace JsonRandom
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{
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si32 loadValue(const JsonNode & value, CRandomGenerator & rng, si32 defaultValue)
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{
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if (value.isNull())
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return defaultValue;
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if (value.getType() == JsonNode::DATA_FLOAT)
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return value.Float();
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if (!value["amount"].isNull())
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return value["amount"].Float();
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si32 min = value["min"].Float();
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si32 max = value["max"].Float();
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return rng.getIntRange(min, max)();
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}
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TResources loadResources(const JsonNode & value, CRandomGenerator & rng)
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{
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TResources ret;
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for (size_t i=0; i<GameConstants::RESOURCE_QUANTITY; i++)
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{
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ret[i] = loadValue(value[GameConstants::RESOURCE_NAMES[i]], rng);
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}
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return ret;
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}
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std::vector<si32> loadPrimary(const JsonNode & value, CRandomGenerator & rng)
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{
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std::vector<si32> ret;
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for (auto & name : PrimarySkill::names)
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{
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ret.push_back(loadValue(value[name], rng));
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}
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return ret;
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}
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std::map<SecondarySkill, si32> loadSecondary(const JsonNode & value, CRandomGenerator & rng)
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{
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std::map<SecondarySkill, si32> ret;
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for (auto & pair : value.Struct())
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{
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SecondarySkill id(VLC->modh->identifiers.getIdentifier(pair.second.meta, "skill", pair.first).get());
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ret[id] = loadValue(pair.second, rng);
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}
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return ret;
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}
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ArtifactID loadArtifact(const JsonNode & value, CRandomGenerator & rng)
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{
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if (value.getType() == JsonNode::DATA_STRING)
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return ArtifactID(VLC->modh->identifiers.getIdentifier("artifact", value).get());
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std::set<CArtifact::EartClass> allowedClasses;
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std::set<ArtifactPosition> allowedPositions;
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ui32 minValue = 0;
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ui32 maxValue = std::numeric_limits<ui32>::max();
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if (value["class"].getType() == JsonNode::DATA_STRING)
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allowedClasses.insert(VLC->arth->stringToClass(value["class"].String()));
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else
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for (auto & entry : value["class"].Vector())
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allowedClasses.insert(VLC->arth->stringToClass(entry.String()));
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if (value["slot"].getType() == JsonNode::DATA_STRING)
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allowedPositions.insert(VLC->arth->stringToSlot(value["class"].String()));
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else
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for (auto & entry : value["slot"].Vector())
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allowedPositions.insert(VLC->arth->stringToSlot(entry.String()));
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if (!value["minValue"].isNull()) minValue = value["minValue"].Float();
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if (!value["maxValue"].isNull()) maxValue = value["maxValue"].Float();
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return VLC->arth->pickRandomArtifact(rng, [=](ArtifactID artID) -> bool
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{
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CArtifact * art = VLC->arth->artifacts[artID];
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if (!vstd::iswithin(art->price, minValue, maxValue))
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return false;
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if (!allowedClasses.empty() && !allowedClasses.count(art->aClass))
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return false;
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if (!allowedPositions.empty())
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{
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for (auto pos : art->possibleSlots[ArtBearer::HERO])
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{
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if (allowedPositions.count(pos))
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return true;
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}
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return false;
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}
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return true;
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});
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}
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std::vector<ArtifactID> loadArtifacts(const JsonNode & value, CRandomGenerator & rng)
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{
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std::vector<ArtifactID> ret;
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for (const JsonNode & entry : value.Vector())
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{
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ret.push_back(loadArtifact(entry, rng));
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}
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return ret;
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}
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SpellID loadSpell(const JsonNode & value, CRandomGenerator & rng, std::vector<SpellID> spells)
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{
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if (value.getType() == JsonNode::DATA_STRING)
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return SpellID(VLC->modh->identifiers.getIdentifier("spell", value).get());
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if (value["type"].getType() == JsonNode::DATA_STRING)
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return SpellID(VLC->modh->identifiers.getIdentifier("spell", value["type"]).get());
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spells.erase(std::remove_if(spells.begin(), spells.end(), [=](SpellID spell)
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{
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return VLC->spellh->objects[spell]->level != si32(value["level"].Float());
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}), spells.end());
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return SpellID(*RandomGeneratorUtil::nextItem(spells, rng));
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}
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std::vector<SpellID> loadSpells(const JsonNode & value, CRandomGenerator & rng, std::vector<SpellID> spells)
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{
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// possible extensions: (taken from spell json config)
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// "type": "adventure",//"adventure", "combat", "ability"
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// "school": {"air":true, "earth":true, "fire":true, "water":true},
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// "level": 1,
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std::vector<SpellID> ret;
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for (const JsonNode & entry : value.Vector())
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{
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ret.push_back(loadSpell(entry, rng, spells));
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}
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return ret;
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}
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CStackBasicDescriptor loadCreature(const JsonNode & value, CRandomGenerator & rng)
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{
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CStackBasicDescriptor stack;
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stack.type = VLC->creh->creatures[VLC->modh->identifiers.getIdentifier("creature", value["type"]).get()];
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stack.count = loadValue(value, rng);
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if (!value["upgradeChance"].isNull() && !stack.type->upgrades.empty())
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{
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if (int(value["upgradeChance"].Float()) > rng.nextInt(99)) // select random upgrade
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{
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stack.type = VLC->creh->creatures[*RandomGeneratorUtil::nextItem(stack.type->upgrades, rng)];
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}
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}
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return stack;
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}
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std::vector<CStackBasicDescriptor> loadCreatures(const JsonNode & value, CRandomGenerator & rng)
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{
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std::vector<CStackBasicDescriptor> ret;
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for (const JsonNode & node : value.Vector())
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{
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ret.push_back(loadCreature(node, rng));
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}
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return ret;
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}
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std::vector<RandomStackInfo> evaluateCreatures(const JsonNode & value)
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{
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std::vector<RandomStackInfo> ret;
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for (const JsonNode & node : value.Vector())
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{
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RandomStackInfo info;
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if (!node["amount"].isNull())
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info.minAmount = info.maxAmount = node["amount"].Float();
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else
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{
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info.minAmount = node["min"].Float();
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info.maxAmount = node["max"].Float();
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}
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const CCreature * crea = VLC->creh->creatures[VLC->modh->identifiers.getIdentifier("creature", node["type"]).get()];
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info.allowedCreatures.push_back(crea);
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if (node["upgradeChance"].Float() > 0)
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{
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for (auto creaID : crea->upgrades)
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info.allowedCreatures.push_back(VLC->creh->creatures[creaID]);
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}
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ret.push_back(info);
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}
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return ret;
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}
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//std::vector<Component> loadComponents(const JsonNode & value)
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//{
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// std::vector<Component> ret;
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// return ret;
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// //TODO
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//}
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std::vector<Bonus> DLL_LINKAGE loadBonuses(const JsonNode & value)
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{
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std::vector<Bonus> ret;
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for (const JsonNode & entry : value.Vector())
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{
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Bonus * bonus = JsonUtils::parseBonus(entry);
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ret.push_back(*bonus);
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delete bonus;
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}
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return ret;
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}
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}
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