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vcmi/lib/CModHandler.h

221 lines
6.9 KiB
C++

#pragma once
#include "filesystem/CResourceLoader.h"
#include "VCMI_Lib.h"
#include "JsonNode.h"
/*
* CModHandler.h, 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
*
*/
class CModHandler;
class CModIndentifier;
class CModInfo;
class JsonNode;
class IHandlerBase;
/// class that stores all object identifiers strings and maps them to numeric ID's
/// if possible, objects ID's should be in format <type>.<name>, camelCase e.g. "creature.grandElf"
class CIdentifierStorage
{
struct ObjectCallback // entry created on ID request
{
std::string localScope; /// scope from which this ID was requested
std::string remoteScope; /// scope in which this object must be found
std::string type; /// type, e.g. creature, faction, hero, etc
std::string name; /// string ID
std::function<void(si32)> callback;
ObjectCallback(std::string localScope, std::string remoteScope, std::string type, std::string name, const std::function<void(si32)> & callback);
};
struct ObjectData // entry created on ID registration
{
si32 id;
std::string scope; /// scope in which this ID located
};
std::multimap<std::string, ObjectData > registeredObjects;
std::vector<ObjectCallback> scheduledRequests;
/// Check if identifier can be valid (camelCase, point as separator)
void checkIdentifier(std::string & ID);
void requestIdentifier(ObjectCallback callback);
bool resolveIdentifier(const ObjectCallback & callback);
public:
/// request identifier for specific object name. If ID is not yet resolved callback will be queued
/// and will be called later
void requestIdentifier(std::string scope, std::string type, std::string name, const std::function<void(si32)> & callback);
void requestIdentifier(std::string type, const JsonNode & name, const std::function<void(si32)> & callback);
void requestIdentifier(const JsonNode & name, const std::function<void(si32)> & callback);
/// registers new object, calls all associated callbacks
void registerObject(std::string scope, std::string type, std::string name, si32 identifier);
/// called at the very end of loading to check for any missing ID's
void finalize();
};
/// class used to load all game data into handlers. Used only during loading
class CContentHandler
{
/// internal type to handle loading of one data type (e.g. artifacts, creatures)
class ContentTypeHandler
{
struct ModInfo
{
/// mod data from this mod and for this mod
JsonNode modData;
/// mod data for this mod from other mods (patches)
JsonNode patches;
};
/// handler to which all data will be loaded
IHandlerBase * handler;
std::string objectName;
/// contains all loaded H3 data
std::vector<JsonNode> originalData;
std::map<std::string, ModInfo> modData;
public:
ContentTypeHandler(IHandlerBase * handler, std::string objectName);
/// local version of methods in ContentHandler
void preloadModData(std::string modName, std::vector<std::string> fileList);
void loadMod(std::string modName);
void afterLoadFinalization();
};
std::map<std::string, ContentTypeHandler> handlers;
public:
/// fully initialize object. Will cause reading of H3 config files
CContentHandler();
/// preloads all data from fileList as data from modName
void preloadModData(std::string modName, JsonNode modConfig);
/// actually loads data in mod
void loadMod(std::string modName);
/// all data was loaded, time for final validation / integration
void afterLoadFinalization();
};
typedef std::string TModID;
class DLL_LINKAGE CModInfo
{
public:
/// identifier, identical to name of folder with mod
std::string identifier;
/// human-readable strings
std::string name;
std::string description;
/// list of mods that should be loaded before this one
std::set <TModID> dependencies;
/// list of mods that can't be used in the same time as this one
std::set <TModID> conflicts;
// mod configuration (mod.json). (no need to store it right now)
// std::shared_ptr<JsonNode> config; //TODO: unique_ptr can't be serialized
template <typename Handler> void serialize(Handler &h, const int version)
{
h & identifier & description & name & dependencies & conflicts;
}
};
class DLL_LINKAGE CModHandler
{
std::map <TModID, CModInfo> allMods;
std::vector <TModID> activeMods;//active mods, in order in which they were loaded
void loadConfigFromFile (std::string name);
bool hasCircularDependency(TModID mod, std::set <TModID> currentList = std::set <TModID>()) const;
//returns false if mod list is incorrect and prints error to console. Possible errors are:
// - missing dependency mod
// - conflicting mod in load order
// - circular dependencies
bool checkDependencies(const std::vector <TModID> & input) const;
// returns load order in which all dependencies are resolved, e.g. loaded after required mods
// function assumes that input list is valid (checkDependencies returned true)
std::vector <TModID> resolveDependencies(std::vector<TModID> input) const;
// helper for loadActiveMods. Loads content from list of files
template<typename Handler>
void handleData(Handler handler, const JsonNode & source, std::string listName, std::string schemaName);
public:
CIdentifierStorage identifiers;
/// receives list of available mods and trying to load mod.json from all of them
void initialize(std::vector<std::string> availableMods);
/// returns list of mods that should be active with order in which they shoud be loaded
std::vector<std::string> getActiveMods();
CModInfo & getModData(TModID modId);
/// load content from all available mods
void beforeLoad();
void loadGameContent();
/// actions that should be triggered on map restart
/// TODO: merge into appropriate handlers?
void reload();
struct DLL_LINKAGE hardcodedFeatures
{
JsonNode data;
int CREEP_SIZE; // neutral stacks won't grow beyond this number
int WEEKLY_GROWTH; //percent
int NEUTRAL_STACK_EXP;
int MAX_BUILDING_PER_TURN;
bool DWELLINGS_ACCUMULATE_CREATURES;
bool ALL_CREATURES_GET_DOUBLE_MONTHS;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & data & CREEP_SIZE & WEEKLY_GROWTH & NEUTRAL_STACK_EXP & MAX_BUILDING_PER_TURN;
h & DWELLINGS_ACCUMULATE_CREATURES & ALL_CREATURES_GET_DOUBLE_MONTHS;
}
} settings;
struct DLL_LINKAGE gameModules
{
bool STACK_EXP;
bool STACK_ARTIFACT;
bool COMMANDERS;
bool MITHRIL;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & STACK_EXP & STACK_ARTIFACT & COMMANDERS & MITHRIL;
}
} modules;
CModHandler();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & allMods & activeMods & settings & modules;
}
};