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vcmi/lib/campaign/CampaignState.cpp
Ivan Savenko 1aa391fdf8 Split CGeneralTextHandler file into 1 file per class form
All text processing code is now located in lib/texts.
No changes other than code being moved around and adjustment of includes

Moved without changes:
Languages.h           -> texts/Languages.h
MetaString.*          -> texts/MetaString.*
TextOperations.*      -> texts/TextOperations.*

Split into parts:
CGeneralTextHandler.* -> texts/CGeneralTextHandler.*
                      -> texts/CLegacyConfigParser.*
                      -> texts/TextLocalizationContainer.*
                      -> texts/TextIdentifier.h
2024-07-20 12:55:17 +00:00

443 lines
11 KiB
C++

/*
* CCampaignHandler.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 "CampaignState.h"
#include "../Point.h"
#include "../filesystem/ResourcePath.h"
#include "../VCMI_Lib.h"
#include "../texts/CGeneralTextHandler.h"
#include "../mapping/CMapService.h"
#include "../mapping/CMapInfo.h"
#include "../mapping/CMap.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../serializer/JsonDeserializer.h"
#include "../serializer/JsonSerializer.h"
VCMI_LIB_NAMESPACE_BEGIN
void CampaignScenario::loadPreconditionRegions(ui32 regions)
{
for (int i=0; i<32; i++) //for each bit in region. h3c however can only hold up to 16
{
if ( (1 << i) & regions)
preconditionRegions.insert(static_cast<CampaignScenarioID>(i));
}
}
CampaignRegions::RegionDescription CampaignRegions::RegionDescription::fromJson(const JsonNode & node)
{
CampaignRegions::RegionDescription rd;
rd.infix = node["infix"].String();
rd.xpos = static_cast<int>(node["x"].Float());
rd.ypos = static_cast<int>(node["y"].Float());
return rd;
}
CampaignRegions CampaignRegions::fromJson(const JsonNode & node)
{
CampaignRegions cr;
cr.campPrefix = node["prefix"].String();
cr.colorSuffixLength = static_cast<int>(node["color_suffix_length"].Float());
for(const JsonNode & desc : node["desc"].Vector())
cr.regions.push_back(CampaignRegions::RegionDescription::fromJson(desc));
return cr;
}
CampaignRegions CampaignRegions::getLegacy(int campId)
{
static std::vector<CampaignRegions> campDescriptions;
if(campDescriptions.empty()) //read once
{
const JsonNode config(JsonPath::builtin("config/campaign_regions.json"));
for(const JsonNode & campaign : config["campaign_regions"].Vector())
campDescriptions.push_back(CampaignRegions::fromJson(campaign));
}
return campDescriptions.at(campId);
}
ImagePath CampaignRegions::getBackgroundName() const
{
return ImagePath::builtin(campPrefix + "_BG.BMP");
}
Point CampaignRegions::getPosition(CampaignScenarioID which) const
{
auto const & region = regions[which.getNum()];
return Point(region.xpos, region.ypos);
}
ImagePath CampaignRegions::getNameFor(CampaignScenarioID which, int colorIndex, std::string type) const
{
auto const & region = regions[which.getNum()];
static const std::string colors[2][8] =
{
{"R", "B", "N", "G", "O", "V", "T", "P"},
{"Re", "Bl", "Br", "Gr", "Or", "Vi", "Te", "Pi"}
};
std::string color = colors[colorSuffixLength - 1][colorIndex];
return ImagePath::builtin(campPrefix + region.infix + "_" + type + color + ".BMP");
}
ImagePath CampaignRegions::getAvailableName(CampaignScenarioID which, int color) const
{
return getNameFor(which, color, "En");
}
ImagePath CampaignRegions::getSelectedName(CampaignScenarioID which, int color) const
{
return getNameFor(which, color, "Se");
}
ImagePath CampaignRegions::getConqueredName(CampaignScenarioID which, int color) const
{
return getNameFor(which, color, "Co");
}
bool CampaignBonus::isBonusForHero() const
{
return type == CampaignBonusType::SPELL ||
type == CampaignBonusType::MONSTER ||
type == CampaignBonusType::ARTIFACT ||
type == CampaignBonusType::SPELL_SCROLL ||
type == CampaignBonusType::PRIMARY_SKILL ||
type == CampaignBonusType::SECONDARY_SKILL;
}
void CampaignHeader::loadLegacyData(ui8 campId)
{
campaignRegions = CampaignRegions::getLegacy(campId);
numberOfScenarios = VLC->generaltexth->getCampaignLength(campId);
}
bool CampaignHeader::playerSelectedDifficulty() const
{
return difficultyChosenByPlayer;
}
bool CampaignHeader::formatVCMI() const
{
return version == CampaignVersion::VCMI;
}
std::string CampaignHeader::getDescriptionTranslated() const
{
return description.toString();
}
std::string CampaignHeader::getNameTranslated() const
{
return name.toString();
}
std::string CampaignHeader::getFilename() const
{
return filename;
}
std::string CampaignHeader::getModName() const
{
return modName;
}
std::string CampaignHeader::getEncoding() const
{
return encoding;
}
AudioPath CampaignHeader::getMusic() const
{
return music;
}
const CampaignRegions & CampaignHeader::getRegions() const
{
return campaignRegions;
}
TextContainerRegistrable & CampaignHeader::getTexts()
{
return textContainer;
}
bool CampaignState::isConquered(CampaignScenarioID whichScenario) const
{
return vstd::contains(mapsConquered, whichScenario);
}
bool CampaignState::isAvailable(CampaignScenarioID whichScenario) const
{
//check for void scenraio
if (!scenario(whichScenario).isNotVoid())
{
return false;
}
if (vstd::contains(mapsConquered, whichScenario))
{
return false;
}
//check preconditioned regions
for (auto const & it : scenario(whichScenario).preconditionRegions)
{
if (!vstd::contains(mapsConquered, it))
return false;
}
return true;
}
bool CampaignScenario::isNotVoid() const
{
return !mapName.empty();
}
std::set<HeroTypeID> CampaignState::getReservedHeroes() const
{
std::set<HeroTypeID> result;
for (auto const & scenarioID : allScenarios())
{
if (isConquered(scenarioID))
continue;
auto header = getMapHeader(scenarioID);
result.insert(header->reservedCampaignHeroes.begin(), header->reservedCampaignHeroes.end());
}
return result;
}
const CGHeroInstance * CampaignState::strongestHero(CampaignScenarioID scenarioId, const PlayerColor & owner) const
{
std::function<bool(const JsonNode & node)> isOwned = [&](const JsonNode & node)
{
auto * h = CampaignState::crossoverDeserialize(node, nullptr);
bool result = h->tempOwner == owner;
vstd::clear_pointer(h);
return result;
};
auto ownedHeroes = scenarioHeroPool.at(scenarioId) | boost::adaptors::filtered(isOwned);
if (ownedHeroes.empty())
return nullptr;
return CampaignState::crossoverDeserialize(ownedHeroes.front(), nullptr);
}
/// Returns heroes that can be instantiated as hero placeholders by power
const std::vector<JsonNode> & CampaignState::getHeroesByPower(CampaignScenarioID scenarioId) const
{
static const std::vector<JsonNode> emptyVector;
if (scenarioHeroPool.count(scenarioId))
return scenarioHeroPool.at(scenarioId);
return emptyVector;
}
/// Returns hero for instantiation as placeholder by type
/// May return empty JsonNode if such hero was not found
const JsonNode & CampaignState::getHeroByType(HeroTypeID heroID) const
{
static const JsonNode emptyNode;
if (!getReservedHeroes().count(heroID))
return emptyNode;
if (!globalHeroPool.count(heroID))
return emptyNode;
return globalHeroPool.at(heroID);
}
void CampaignState::setCurrentMapAsConquered(std::vector<CGHeroInstance *> heroes)
{
range::sort(heroes, [](const CGHeroInstance * a, const CGHeroInstance * b)
{
return a->getHeroStrength() > b->getHeroStrength();
});
logGlobal->info("Scenario %d of campaign %s (%s) has been completed", currentMap->getNum(), getFilename(), getNameTranslated());
mapsConquered.push_back(*currentMap);
auto reservedHeroes = getReservedHeroes();
for (auto * hero : heroes)
{
JsonNode node = CampaignState::crossoverSerialize(hero);
if (reservedHeroes.count(hero->getHeroType()))
{
logGlobal->info("Hero crossover: %d (%s) exported to global pool", hero->getHeroType(), hero->getNameTranslated());
globalHeroPool[hero->getHeroType()] = node;
}
else
{
logGlobal->info("Hero crossover: %d (%s) exported to scenario pool", hero->getHeroType(), hero->getNameTranslated());
scenarioHeroPool[*currentMap].push_back(node);
}
}
}
std::optional<CampaignBonus> CampaignState::getBonus(CampaignScenarioID which) const
{
auto bonuses = scenario(which).travelOptions.bonusesToChoose;
assert(chosenCampaignBonuses.count(*currentMap) || bonuses.empty());
if(bonuses.empty())
return std::optional<CampaignBonus>();
if (!getBonusID(which))
return std::optional<CampaignBonus>();
return bonuses[getBonusID(which).value()];
}
std::optional<ui8> CampaignState::getBonusID(CampaignScenarioID which) const
{
if (!chosenCampaignBonuses.count(which))
return std::nullopt;
return chosenCampaignBonuses.at(which);
}
std::unique_ptr<CMap> CampaignState::getMap(CampaignScenarioID scenarioId, IGameCallback * cb)
{
// FIXME: there is certainly better way to handle maps inside campaigns
if(scenarioId == CampaignScenarioID::NONE)
scenarioId = currentMap.value();
CMapService mapService;
std::string scenarioName = getFilename().substr(0, getFilename().find('.'));
boost::to_lower(scenarioName);
scenarioName += ':' + std::to_string(scenarioId.getNum());
const auto & mapContent = mapPieces.find(scenarioId)->second;
auto result = mapService.loadMap(mapContent.data(), mapContent.size(), scenarioName, getModName(), getEncoding(), cb);
mapTranslations[scenarioId] = result->texts;
return result;
}
std::unique_ptr<CMapHeader> CampaignState::getMapHeader(CampaignScenarioID scenarioId) const
{
if(scenarioId == CampaignScenarioID::NONE)
scenarioId = currentMap.value();
CMapService mapService;
std::string scenarioName = getFilename().substr(0, getFilename().find('.'));
boost::to_lower(scenarioName);
scenarioName += ':' + std::to_string(scenarioId.getNum());
const auto & mapContent = mapPieces.find(scenarioId)->second;
return mapService.loadMapHeader(mapContent.data(), mapContent.size(), scenarioName, getModName(), getEncoding());
}
std::shared_ptr<CMapInfo> CampaignState::getMapInfo(CampaignScenarioID scenarioId) const
{
if(scenarioId == CampaignScenarioID::NONE)
scenarioId = currentMap.value();
auto mapInfo = std::make_shared<CMapInfo>();
mapInfo->fileURI = getFilename();
mapInfo->mapHeader = getMapHeader(scenarioId);
mapInfo->countPlayers();
return mapInfo;
}
JsonNode CampaignState::crossoverSerialize(CGHeroInstance * hero) const
{
JsonNode node;
JsonSerializer handler(nullptr, node);
hero->serializeJsonOptions(handler);
return node;
}
CGHeroInstance * CampaignState::crossoverDeserialize(const JsonNode & node, CMap * map) const
{
JsonDeserializer handler(nullptr, const_cast<JsonNode&>(node));
auto * hero = new CGHeroInstance(map ? map->cb : nullptr);
hero->ID = Obj::HERO;
hero->serializeJsonOptions(handler);
if (map)
hero->serializeJsonArtifacts(handler, "artifacts", map);
return hero;
}
void CampaignState::setCurrentMap(CampaignScenarioID which)
{
assert(scenario(which).isNotVoid());
currentMap = which;
}
void CampaignState::setCurrentMapBonus(ui8 which)
{
chosenCampaignBonuses[*currentMap] = which;
}
std::optional<CampaignScenarioID> CampaignState::currentScenario() const
{
return currentMap;
}
std::optional<CampaignScenarioID> CampaignState::lastScenario() const
{
if (mapsConquered.empty())
return std::nullopt;
return mapsConquered.back();
}
std::set<CampaignScenarioID> CampaignState::conqueredScenarios() const
{
std::set<CampaignScenarioID> result;
result.insert(mapsConquered.begin(), mapsConquered.end());
return result;
}
std::set<CampaignScenarioID> Campaign::allScenarios() const
{
std::set<CampaignScenarioID> result;
for (auto const & entry : scenarios)
{
if (entry.second.isNotVoid())
result.insert(entry.first);
}
return result;
}
int Campaign::scenariosCount() const
{
return allScenarios().size();
}
const CampaignScenario & Campaign::scenario(CampaignScenarioID which) const
{
assert(scenarios.count(which));
assert(scenarios.at(which).isNotVoid());
return scenarios.at(which);
}
bool CampaignState::isCampaignFinished() const
{
return conqueredScenarios() == allScenarios();
}
VCMI_LIB_NAMESPACE_END