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It is now possible for mods (e.g. vcmi extras) to provide custom icons for bonuses subtypes or for custom bonuses values without requiring hardcoded check in vcmi. All existing hardcoded checks have been removed. Bonuses config json from mods is now actually loaded.
310 lines
10 KiB
C++
310 lines
10 KiB
C++
/*
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* ContentTypeHandler.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 "ContentTypeHandler.h"
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#include "CModHandler.h"
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#include "ModDescription.h"
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#include "ModManager.h"
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#include "ModScope.h"
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#include "../BattleFieldHandler.h"
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#include "../CArtHandler.h"
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#include "../CCreatureHandler.h"
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#include "../CConfigHandler.h"
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#include "../entities/faction/CTownHandler.h"
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#include "../entities/hero/CHeroClassHandler.h"
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#include "../entities/hero/CHeroHandler.h"
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#include "../texts/CGeneralTextHandler.h"
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#include "../CBonusTypeHandler.h"
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#include "../CSkillHandler.h"
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#include "../CStopWatch.h"
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#include "../IGameSettings.h"
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#include "../IHandlerBase.h"
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#include "../ObstacleHandler.h"
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#include "../mapObjects/ObstacleSetHandler.h"
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#include "../RiverHandler.h"
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#include "../RoadHandler.h"
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#include "../ScriptHandler.h"
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#include "../constants/StringConstants.h"
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#include "../TerrainHandler.h"
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#include "../json/JsonUtils.h"
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#include "../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../rmg/CRmgTemplateStorage.h"
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#include "../spells/CSpellHandler.h"
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#include "../GameLibrary.h"
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VCMI_LIB_NAMESPACE_BEGIN
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ContentTypeHandler::ContentTypeHandler(IHandlerBase * handler, const std::string & entityName):
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handler(handler),
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entityName(entityName),
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originalData(handler->loadLegacyData())
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{
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for(auto & node : originalData)
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{
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node.setModScope(ModScope::scopeBuiltin());
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}
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}
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bool ContentTypeHandler::preloadModData(const std::string & modName, const JsonNode & fileList, bool validate)
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{
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bool result = true;
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JsonNode data = JsonUtils::assembleFromFiles(fileList, result);
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data.setModScope(modName);
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ModInfo & modInfo = modData[modName];
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for(auto entry : data.Struct())
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{
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size_t colon = entry.first.find(':');
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if (colon == std::string::npos)
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{
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// normal object, local to this mod
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std::swap(modInfo.modData[entry.first], entry.second);
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}
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else
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{
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std::string remoteName = entry.first.substr(0, colon);
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std::string objectName = entry.first.substr(colon + 1);
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// patching this mod? Send warning and continue - this situation can be handled normally
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if (remoteName == modName)
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logMod->warn("Redundant namespace definition for %s", objectName);
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logMod->trace("Patching object %s (%s) from %s", objectName, remoteName, modName);
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JsonNode & remoteConf = modData[remoteName].patches[objectName];
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if (!remoteConf.isNull() && settings["mods"]["validation"].String() != "off")
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JsonUtils::detectConflicts(conflictList, remoteConf, entry.second, objectName);
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JsonUtils::merge(remoteConf, entry.second);
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}
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}
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return result;
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}
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bool ContentTypeHandler::loadMod(const std::string & modName, bool validate)
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{
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ModInfo & modInfo = modData[modName];
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bool result = true;
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auto performValidate = [&,this](JsonNode & data, const std::string & name){
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handler->beforeValidate(data);
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if (validate)
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result &= JsonUtils::validate(data, "vcmi:" + entityName, name);
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};
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// apply patches
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if (!modInfo.patches.isNull())
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JsonUtils::merge(modInfo.modData, modInfo.patches);
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for(auto & entry : modInfo.modData.Struct())
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{
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const std::string & name = entry.first;
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JsonNode & data = entry.second;
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if (data.getModScope() != modName)
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{
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// in this scenario, entire object record comes from another mod
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// normally, this is used to "patch" object from another mod (which is legal)
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// however in this case there is no object to patch. This might happen in such cases:
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// - another mod attempts to add object into this mod (technically can be supported, but might lead to weird edge cases)
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// - another mod attempts to edit object from this mod that no longer exist - DANGER since such patch likely has very incomplete data
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// so emit warning and skip such case
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logMod->warn("Mod '%s' attempts to edit object '%s' of type '%s' from mod '%s' but no such object exist!", data.getModScope(), name, entityName, modName);
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continue;
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}
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bool hasIndex = vstd::contains(data.Struct(), "index") && !data["index"].isNull();
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if (hasIndex && modName != "core")
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logMod->error("Mod %s is attempting to load original data! This option is reserved for built-in mod.", modName);
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if (hasIndex && modName == "core")
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{
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// try to add H3 object data
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size_t index = static_cast<size_t>(data["index"].Float());
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if(originalData.size() > index)
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{
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logMod->trace("found original data in loadMod(%s) at index %d", name, index);
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JsonUtils::merge(originalData[index], data);
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std::swap(originalData[index], data);
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originalData[index].clear(); // do not use same data twice (same ID)
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}
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else
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{
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logMod->trace("no original data in loadMod(%s) at index %d", name, index);
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}
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performValidate(data, name);
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handler->loadObject(modName, name, data, index);
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}
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else
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{
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// normal new object
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logMod->trace("no index in loadMod(%s)", name);
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performValidate(data,name);
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handler->loadObject(modName, name, data);
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}
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}
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return result;
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}
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void ContentTypeHandler::loadCustom()
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{
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handler->loadCustom();
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}
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void ContentTypeHandler::afterLoadFinalization()
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{
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if (settings["mods"]["validation"].String() != "off")
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{
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for (auto const & data : modData)
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{
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if (data.second.modData.isNull())
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{
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for (const auto & node : data.second.patches.Struct())
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logMod->warn("Mod '%s' have added patch for object '%s' from mod '%s', but this mod was not loaded or has no new objects.", node.second.getModScope(), node.first, data.first);
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}
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for(auto & otherMod : modData)
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{
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if (otherMod.first == data.first)
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continue;
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if (otherMod.second.modData.isNull())
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continue;
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for(auto & otherObject : otherMod.second.modData.Struct())
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{
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if (data.second.modData.Struct().count(otherObject.first))
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{
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logMod->warn("Mod '%s' have added object with name '%s' that is also available in mod '%s'", data.first, otherObject.first, otherMod.first);
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logMod->warn("Two objects with same name were loaded. Please use form '%s:%s' if mod '%s' needs to modify this object instead", otherMod.first, otherObject.first, data.first);
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}
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}
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}
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}
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for (const auto& [conflictPath, conflictModData] : conflictList.Struct())
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{
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std::set<std::string> conflictingMods;
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std::set<std::string> resolvedConflicts;
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for (auto const & conflictModEntry: conflictModData.Struct())
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conflictingMods.insert(conflictModEntry.first);
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for (auto const & modID : conflictingMods)
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{
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resolvedConflicts.merge(LIBRARY->modh->getModDependencies(modID));
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resolvedConflicts.merge(LIBRARY->modh->getModEnabledSoftDependencies(modID));
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}
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vstd::erase_if(conflictingMods, [&resolvedConflicts](const std::string & entry){ return resolvedConflicts.count(entry);});
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if (conflictingMods.size() < 2)
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continue; // all conflicts were resolved - either via compatibility patch (mod that depends on 2 conflicting mods) or simple mod that depends on another one
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bool allEqual = true;
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for (auto const & modID : conflictingMods)
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{
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if (conflictModData[modID] != conflictModData[*conflictingMods.begin()])
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{
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allEqual = false;
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break;
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}
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}
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if (allEqual)
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continue; // conflict still present, but all mods use the same value for conflicting entry - permit it
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logMod->warn("Potential confict in '%s'", conflictPath);
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for (auto const & modID : conflictingMods)
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logMod->warn("Mod '%s' - value set to %s", modID, conflictModData[modID].toCompactString());
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}
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}
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handler->afterLoadFinalization();
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}
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void CContentHandler::init()
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{
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handlers.insert(std::make_pair("heroClasses", ContentTypeHandler(LIBRARY->heroclassesh.get(), "heroClass")));
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handlers.insert(std::make_pair("artifacts", ContentTypeHandler(LIBRARY->arth.get(), "artifact")));
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handlers.insert(std::make_pair("bonuses", ContentTypeHandler(LIBRARY->bth.get(), "bonus")));
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handlers.insert(std::make_pair("creatures", ContentTypeHandler(LIBRARY->creh.get(), "creature")));
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handlers.insert(std::make_pair("factions", ContentTypeHandler(LIBRARY->townh.get(), "faction")));
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handlers.insert(std::make_pair("objects", ContentTypeHandler(LIBRARY->objtypeh.get(), "object")));
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handlers.insert(std::make_pair("heroes", ContentTypeHandler(LIBRARY->heroh.get(), "hero")));
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handlers.insert(std::make_pair("spells", ContentTypeHandler(LIBRARY->spellh.get(), "spell")));
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handlers.insert(std::make_pair("skills", ContentTypeHandler(LIBRARY->skillh.get(), "skill")));
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handlers.insert(std::make_pair("templates", ContentTypeHandler(LIBRARY->tplh.get(), "template")));
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#if SCRIPTING_ENABLED
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handlers.insert(std::make_pair("scripts", ContentTypeHandler(LIBRARY->scriptHandler.get(), "script")));
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#endif
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handlers.insert(std::make_pair("battlefields", ContentTypeHandler(LIBRARY->battlefieldsHandler.get(), "battlefield")));
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handlers.insert(std::make_pair("terrains", ContentTypeHandler(LIBRARY->terrainTypeHandler.get(), "terrain")));
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handlers.insert(std::make_pair("rivers", ContentTypeHandler(LIBRARY->riverTypeHandler.get(), "river")));
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handlers.insert(std::make_pair("roads", ContentTypeHandler(LIBRARY->roadTypeHandler.get(), "road")));
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handlers.insert(std::make_pair("obstacles", ContentTypeHandler(LIBRARY->obstacleHandler.get(), "obstacle")));
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handlers.insert(std::make_pair("biomes", ContentTypeHandler(LIBRARY->biomeHandler.get(), "biome")));
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}
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bool CContentHandler::preloadData(const ModDescription & mod, bool validate)
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{
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bool result = true;
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if (!JsonUtils::validate(mod.getLocalConfig(), "vcmi:mod", mod.getID()))
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result = false;
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for(auto & handler : handlers)
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{
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result &= handler.second.preloadModData(mod.getID(), mod.getLocalValue(handler.first), validate);
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}
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return result;
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}
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bool CContentHandler::load(const ModDescription & mod, bool validate)
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{
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bool result = true;
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for(auto & handler : handlers)
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{
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result &= handler.second.loadMod(mod.getID(), validate);
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}
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return result;
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}
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void CContentHandler::loadCustom()
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{
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for(auto & handler : handlers)
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{
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handler.second.loadCustom();
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}
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}
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void CContentHandler::afterLoadFinalization()
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{
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for(auto & handler : handlers)
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{
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handler.second.afterLoadFinalization();
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}
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}
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const ContentTypeHandler & CContentHandler::operator[](const std::string & name) const
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{
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return handlers.at(name);
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}
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VCMI_LIB_NAMESPACE_END
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