1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/lib/mapObjectConstructors/CBankInstanceConstructor.cpp
Ivan Savenko f7b27da00e Implemented support for "coast visitable" objects:
- objects marked as coast visitable can be visited from land even when
placed in water
- added isBlockedVisitable and isCoastVisitable method to
CGObjectInstance
- implemented json config for these properties in banks
2023-06-25 17:42:33 +03:00

253 lines
6.6 KiB
C++

/*
* CBankInstanceConstructor.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 "CBankInstanceConstructor.h"
#include "../JsonRandom.h"
#include "../CGeneralTextHandler.h"
#include "../IGameCallback.h"
VCMI_LIB_NAMESPACE_BEGIN
bool CBankInstanceConstructor::hasNameTextID() const
{
return true;
}
void CBankInstanceConstructor::initTypeData(const JsonNode & input)
{
if (input.Struct().count("name") == 0)
logMod->warn("Bank %s missing name!", getJsonKey());
VLC->generaltexth->registerString(input.meta, getNameTextID(), input["name"].String());
levels = input["levels"].Vector();
bankResetDuration = static_cast<si32>(input["resetDuration"].Float());
blockVisit = input["blockedVisitable"].Bool();
coastVisitable = input["coastVisitable"].Bool();
}
BankConfig CBankInstanceConstructor::generateConfig(const JsonNode & level, CRandomGenerator & rng) const
{
BankConfig bc;
bc.chance = static_cast<ui32>(level["chance"].Float());
bc.guards = JsonRandom::loadCreatures(level["guards"], rng);
bc.upgradeChance = static_cast<ui32>(level["upgrade_chance"].Float());
bc.combatValue = static_cast<ui32>(level["combat_value"].Float());
std::vector<SpellID> spells;
IObjectInterface::cb->getAllowedSpells(spells);
bc.resources = ResourceSet(level["reward"]["resources"]);
bc.creatures = JsonRandom::loadCreatures(level["reward"]["creatures"], rng);
bc.artifacts = JsonRandom::loadArtifacts(level["reward"]["artifacts"], rng);
bc.spells = JsonRandom::loadSpells(level["reward"]["spells"], rng, spells);
bc.value = static_cast<ui32>(level["value"].Float());
return bc;
}
void CBankInstanceConstructor::randomizeObject(CBank * bank, CRandomGenerator & rng) const
{
bank->resetDuration = bankResetDuration;
bank->blockVisit = blockVisit;
bank->coastVisitable = coastVisitable;
si32 totalChance = 0;
for(const auto & node : levels)
totalChance += static_cast<si32>(node["chance"].Float());
assert(totalChance != 0);
si32 selectedChance = rng.nextInt(totalChance - 1);
int cumulativeChance = 0;
for(const auto & node : levels)
{
cumulativeChance += static_cast<int>(node["chance"].Float());
if(selectedChance < cumulativeChance)
{
bank->setConfig(generateConfig(node, rng));
break;
}
}
}
CBankInfo::CBankInfo(const JsonVector & Config) :
config(Config)
{
assert(!Config.empty());
}
static void addStackToArmy(IObjectInfo::CArmyStructure & army, const CCreature * crea, si32 amount)
{
army.totalStrength += crea->getFightValue() * amount;
bool walker = true;
if(crea->hasBonusOfType(BonusType::SHOOTER))
{
army.shootersStrength += crea->getFightValue() * amount;
walker = false;
}
if(crea->hasBonusOfType(BonusType::FLYING))
{
army.flyersStrength += crea->getFightValue() * amount;
walker = false;
}
if(walker)
army.walkersStrength += crea->getFightValue() * amount;
}
IObjectInfo::CArmyStructure CBankInfo::minGuards() const
{
std::vector<IObjectInfo::CArmyStructure> armies;
for(auto configEntry : config)
{
auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
IObjectInfo::CArmyStructure army;
for(auto & stack : stacks)
{
assert(!stack.allowedCreatures.empty());
auto weakest = boost::range::min_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
{
return a->getFightValue() < b->getFightValue();
});
addStackToArmy(army, *weakest, stack.minAmount);
}
armies.push_back(army);
}
return *boost::range::min_element(armies);
}
IObjectInfo::CArmyStructure CBankInfo::maxGuards() const
{
std::vector<IObjectInfo::CArmyStructure> armies;
for(auto configEntry : config)
{
auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
IObjectInfo::CArmyStructure army;
for(auto & stack : stacks)
{
assert(!stack.allowedCreatures.empty());
auto strongest = boost::range::max_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
{
return a->getFightValue() < b->getFightValue();
});
addStackToArmy(army, *strongest, stack.maxAmount);
}
armies.push_back(army);
}
return *boost::range::max_element(armies);
}
TPossibleGuards CBankInfo::getPossibleGuards() const
{
TPossibleGuards out;
for(const JsonNode & configEntry : config)
{
const JsonNode & guardsInfo = configEntry["guards"];
auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
IObjectInfo::CArmyStructure army;
for(auto stack : stacks)
{
army.totalStrength += stack.allowedCreatures.front()->getAIValue() * (stack.minAmount + stack.maxAmount) / 2;
//TODO: add fields for flyers, walkers etc...
}
ui8 chance = static_cast<ui8>(configEntry["chance"].Float());
out.push_back(std::make_pair(chance, army));
}
return out;
}
std::vector<PossibleReward<TResources>> CBankInfo::getPossibleResourcesReward() const
{
std::vector<PossibleReward<TResources>> result;
for(const JsonNode & configEntry : config)
{
const JsonNode & resourcesInfo = configEntry["reward"]["resources"];
if(!resourcesInfo.isNull())
{
result.emplace_back(configEntry["chance"].Integer(), TResources(resourcesInfo));
}
}
return result;
}
std::vector<PossibleReward<CStackBasicDescriptor>> CBankInfo::getPossibleCreaturesReward() const
{
std::vector<PossibleReward<CStackBasicDescriptor>> aproximateReward;
for(const JsonNode & configEntry : config)
{
const JsonNode & guardsInfo = configEntry["reward"]["creatures"];
auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
for(auto stack : stacks)
{
const auto * creature = stack.allowedCreatures.front();
aproximateReward.emplace_back(configEntry["chance"].Integer(), CStackBasicDescriptor(creature, (stack.minAmount + stack.maxAmount) / 2));
}
}
return aproximateReward;
}
bool CBankInfo::givesResources() const
{
for(const JsonNode & node : config)
if(!node["reward"]["resources"].isNull())
return true;
return false;
}
bool CBankInfo::givesArtifacts() const
{
for(const JsonNode & node : config)
if(!node["reward"]["artifacts"].isNull())
return true;
return false;
}
bool CBankInfo::givesCreatures() const
{
for(const JsonNode & node : config)
if(!node["reward"]["creatures"].isNull())
return true;
return false;
}
bool CBankInfo::givesSpells() const
{
for(const JsonNode & node : config)
if(!node["reward"]["spells"].isNull())
return true;
return false;
}
std::unique_ptr<IObjectInfo> CBankInstanceConstructor::getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const
{
return std::unique_ptr<IObjectInfo>(new CBankInfo(levels));
}
VCMI_LIB_NAMESPACE_END