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97 lines
2.6 KiB
C++
97 lines
2.6 KiB
C++
/*
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* CBankInstanceConstructor.h, 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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#pragma once
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#include "CDefaultObjectTypeHandler.h"
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#include "IObjectInfo.h"
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#include "../CCreatureSet.h"
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#include "../ResourceSet.h"
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#include "../json/JsonNode.h"
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#include "../mapObjects/CBank.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct BankConfig
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{
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ui32 chance = 0; //chance for this level being chosen
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std::vector<CStackBasicDescriptor> guards; //creature ID, amount
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ResourceSet resources; //resources given in case of victory
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std::vector<CStackBasicDescriptor> creatures; //creatures granted in case of victory (creature ID, amount)
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std::vector<ArtifactID> artifacts; //artifacts given in case of victory
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std::vector<SpellID> spells; // granted spell(s), for Pyramid
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template <typename Handler> void serialize(Handler &h)
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{
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h & chance;
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h & guards;
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h & resources;
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h & creatures;
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h & artifacts;
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h & spells;
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}
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};
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using TPossibleGuards = std::vector<std::pair<ui8, IObjectInfo::CArmyStructure>>;
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template <typename T>
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struct DLL_LINKAGE PossibleReward
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{
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int chance;
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T data;
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PossibleReward(int chance, const T & data) : chance(chance), data(data) {}
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};
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class DLL_LINKAGE CBankInfo : public IObjectInfo
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{
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const JsonVector & config;
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public:
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CBankInfo(const JsonVector & Config);
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TPossibleGuards getPossibleGuards(IGameCallback * cb) const;
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std::vector<PossibleReward<TResources>> getPossibleResourcesReward() const;
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std::vector<PossibleReward<CStackBasicDescriptor>> getPossibleCreaturesReward(IGameCallback * cb) const;
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bool givesResources() const override;
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bool givesArtifacts() const override;
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bool givesCreatures() const override;
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bool givesSpells() const override;
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};
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class CBankInstanceConstructor : public CDefaultObjectTypeHandler<CBank>
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{
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BankConfig generateConfig(IGameCallback * cb, const JsonNode & conf, CRandomGenerator & rng) const;
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JsonVector levels;
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// all banks of this type will be reset N days after clearing,
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si32 bankResetDuration = 0;
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// bank is only visitable from adjacent tile
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bool blockVisit;
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// bank is visitable from land even when bank is on water tile
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bool coastVisitable;
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//If true, player units will be placed on the left and enemy on the right
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bool regularUnitPlacement;
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protected:
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void initTypeData(const JsonNode & input) override;
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public:
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void randomizeObject(CBank * object, CRandomGenerator & rng) const override;
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bool hasNameTextID() const override;
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std::unique_ptr<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const override;
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};
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VCMI_LIB_NAMESPACE_END
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