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vcmi/lib/CCreatureHandler.h
Ivan Savenko f309a4eb82 Exclude some AB creatures from randomization picks
This changes handling of several campaign-only creatures to be in line
with H3 - Sharpshooters, Enchanters and Azure/Rust/Faerie/Crystal
dragons.

Now these creatures will not be picked for
- random creatures in Refugee Camp
- as replacement for Random Monster object from map editor

Random map generator is not affected and can still pick this creatures
(confirmed to be same in H3)
2024-05-16 09:53:37 +00:00

246 lines
7.6 KiB
C++

/*
* CCreatureHandler.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
*
*/
#pragma once
#include "bonuses/Bonus.h"
#include "bonuses/CBonusSystemNode.h"
#include "ConstTransitivePtr.h"
#include "ResourceSet.h"
#include "GameConstants.h"
#include "IHandlerBase.h"
#include "Color.h"
#include "filesystem/ResourcePath.h"
#include <vcmi/Creature.h>
#include <vcmi/CreatureService.h>
VCMI_LIB_NAMESPACE_BEGIN
class CLegacyConfigParser;
class CCreatureHandler;
class CCreature;
class JsonSerializeFormat;
class CRandomGenerator;
class DLL_LINKAGE CCreature : public Creature, public CBonusSystemNode
{
friend class CCreatureHandler;
std::string modScope;
std::string identifier;
std::string getNameTranslated() const override;
std::string getNameTextID() const override;
CreatureID idNumber;
FactionID faction = FactionID::NEUTRAL;
ui8 level = 0; // 0 - unknown; 1-7 for "usual" creatures
//stats that are not handled by bonus system
ui32 fightValue, AIValue, growth, hordeGrowth;
bool doubleWide = false;
TResources cost; //cost[res_id] - amount of that resource required to buy creature from dwelling
public:
std::string getDescriptionTranslated() const;
std::string getDescriptionTextID() const;
ui32 ammMin; // initial size of stack of these creatures on adventure map (if not set in editor)
ui32 ammMax;
bool special = true; // Creature is not available normally (war machines, commanders, several unused creatures, etc
bool excludeFromRandomization = false;
std::set<CreatureID> upgrades; // IDs of creatures to which this creature can be upgraded
AnimationPath animDefName; // creature animation used during battles
si32 iconIndex = -1; // index of icon in files like twcrport, used in tests now.
/// names of files with appropriate icons. Used only during loading
std::string smallIconName;
std::string largeIconName;
enum class CreatureQuantityId
{
FEW = 1,
SEVERAL,
PACK,
LOTS,
HORDE,
THRONG,
SWARM,
ZOUNDS,
LEGION
};
struct CreatureAnimation
{
struct RayColor {
ColorRGBA start;
ColorRGBA end;
};
double timeBetweenFidgets, idleAnimationTime,
walkAnimationTime, attackAnimationTime;
int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX,
upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
std::vector<double> missleFrameAngles;
int attackClimaxFrame;
AnimationPath projectileImageName;
std::vector<RayColor> projectileRay;
} animation;
//sound info
struct CreatureBattleSounds
{
AudioPath attack;
AudioPath defend;
AudioPath killed; // was killed or died
AudioPath move;
AudioPath shoot; // range attack
AudioPath wince; // attacked but did not die
AudioPath startMoving;
AudioPath endMoving;
} sounds;
ArtifactID warMachine;
std::string getNamePluralTranslated() const override;
std::string getNameSingularTranslated() const override;
std::string getNamePluralTextID() const override;
std::string getNameSingularTextID() const override;
FactionID getFaction() const override;
int32_t getIndex() const override;
int32_t getIconIndex() const override;
std::string getJsonKey() const override;
void registerIcons(const IconRegistar & cb) const override;
CreatureID getId() const override;
const IBonusBearer * getBonusBearer() const override;
int32_t getAdvMapAmountMin() const override;
int32_t getAdvMapAmountMax() const override;
int32_t getAIValue() const override;
int32_t getFightValue() const override;
int32_t getLevel() const override;
int32_t getGrowth() const override;
int32_t getHorde() const override;
int32_t getBaseAttack() const override;
int32_t getBaseDefense() const override;
int32_t getBaseDamageMin() const override;
int32_t getBaseDamageMax() const override;
int32_t getBaseHitPoints() const override;
int32_t getBaseSpellPoints() const override;
int32_t getBaseSpeed() const override;
int32_t getBaseShots() const override;
int32_t getRecruitCost(GameResID resIndex) const override;
TResources getFullRecruitCost() const override;
bool isDoubleWide() const override; //returns true if unit is double wide on battlefield
bool hasUpgrades() const override;
bool isGood () const;
bool isEvil () const;
si32 maxAmount(const TResources &res) const; //how many creatures can be bought
static CCreature::CreatureQuantityId getQuantityID(const int & quantity);
static std::string getQuantityRangeStringForId(const CCreature::CreatureQuantityId & quantityId);
static int estimateCreatureCount(ui32 countID); //reverse version of above function, returns middle of range
bool isMyUpgrade(const CCreature *anotherCre) const;
bool valid() const;
void addBonus(int val, BonusType type);
void addBonus(int val, BonusType type, BonusSubtypeID subtype);
std::string nodeName() const override;
template<typename RanGen>
int getRandomAmount(RanGen ranGen) const
{
if(ammMax == ammMin)
return ammMax;
else
return ammMin + (ranGen() % (ammMax - ammMin));
}
void updateFrom(const JsonNode & data);
void serializeJson(JsonSerializeFormat & handler);
CCreature();
private:
static const std::map<CreatureQuantityId, std::string> creatureQuantityRanges;
};
class DLL_LINKAGE CCreatureHandler : public CHandlerBase<CreatureID, Creature, CCreature, CreatureService>
{
private:
void loadJsonAnimation(CCreature * creature, const JsonNode & graphics) const;
void loadStackExperience(CCreature * creature, const JsonNode & input) const;
void loadCreatureJson(CCreature * creature, const JsonNode & config) const;
/// adding abilities from ZCRTRAIT.TXT
void loadBonuses(JsonNode & creature, std::string bonuses) const;
/// load all creatures from H3 files
void load();
void loadCommanders();
/// load creature from json structure
void load(std::string creatureID, const JsonNode & node);
/// read cranim.txt file from H3
void loadAnimationInfo(std::vector<JsonNode> & h3Data) const;
/// read one line from cranim.txt
void loadUnitAnimInfo(JsonNode & unit, CLegacyConfigParser & parser) const;
/// parse crexpbon.txt file from H3
void loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser & parser) const;
/// help function for parsing CREXPBON.txt
int stringToNumber(std::string & s) const;
protected:
const std::vector<std::string> & getTypeNames() const override;
CCreature * loadFromJson(const std::string & scope, const JsonNode & node, const std::string & identifier, size_t index) override;
public:
std::set<CreatureID> doubledCreatures; //they get double week
//stack exp
std::vector<std::vector<ui32> > expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
std::vector<ui32> maxExpPerBattle; //%, tiers same as above
si8 expAfterUpgrade;//multiplier in %
//Commanders
BonusList commanderLevelPremy; //bonus values added with each level-up
std::vector< std::vector <ui8> > skillLevels; //how much of a bonus will be given to commander with every level. SPELL_POWER also gives CASTS and RESISTANCE
std::vector <std::pair <std::shared_ptr<Bonus>, std::pair <ui8, ui8> > > skillRequirements; // first - Bonus, second - which two skills are needed to use it
CreatureID pickRandomMonster(CRandomGenerator & rand, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
CCreatureHandler();
~CCreatureHandler();
/// load all stack experience bonuses from H3 files
void loadCrExpBon(CBonusSystemNode & globalEffects);
/// load all stack modifier bonuses from H3 files. TODO: move this to json
void loadCrExpMod();
void afterLoadFinalization() override;
std::vector<JsonNode> loadLegacyData() override;
};
VCMI_LIB_NAMESPACE_END