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vcmi/lib/CHeroHandler.cpp
AlexVinS a85b4cf2a5 * WIP on event condition format
* Hero portrait serialization
* Fix town spells serialization

* Added support for float exponential part in Json
* Added support for int64 in Json
* Added basic Hero definitions serialization
* Added rumors serialization
* Advanced player info serialization.
* Added Disposed heroes serialization, (!) not covered with tests yet
* Added Local event serialization
* Added Pandoras box serialization
* Added Seer hut reward serialization
* Added CQuest serialization
* Added API for map object instance names serialization.
* Added random dwelling options serialization
* Advanced town options serialization
* Advanced hero options serialization
* More map format tests
* A lot of fixes, cleanup and refactoring
2017-05-27 00:23:19 +03:00

643 lines
19 KiB
C++

#include "StdInc.h"
#include "CHeroHandler.h"
#include "CGeneralTextHandler.h"
#include "filesystem/Filesystem.h"
#include "VCMI_Lib.h"
#include "JsonNode.h"
#include "StringConstants.h"
#include "BattleHex.h"
#include "CCreatureHandler.h"
#include "CModHandler.h"
#include "CTownHandler.h"
#include "mapObjects/CObjectHandler.h" //for hero specialty
#include <math.h>
#include "mapObjects/CObjectClassesHandler.h"
/*
* CHeroHandler.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
*
*/
SecondarySkill CHeroClass::chooseSecSkill(const std::set<SecondarySkill> & possibles, CRandomGenerator & rand) const //picks secondary skill out from given possibilities
{
int totalProb = 0;
for(auto & possible : possibles)
{
totalProb += secSkillProbability[possible];
}
if (totalProb != 0) // may trigger if set contains only banned skills (0 probability)
{
auto ran = rand.nextInt(totalProb - 1);
for(auto & possible : possibles)
{
ran -= secSkillProbability[possible];
if(ran < 0)
{
return possible;
}
}
}
// FIXME: select randomly? How H3 handles such rare situation?
return *possibles.begin();
}
bool CHeroClass::isMagicHero() const
{
return affinity == MAGIC;
}
EAlignment::EAlignment CHeroClass::getAlignment() const
{
return EAlignment::EAlignment(VLC->townh->factions[faction]->alignment);
}
CHeroClass::CHeroClass()
: faction(0), id(0), affinity(0), defaultTavernChance(0), commander(nullptr)
{
}
std::vector<BattleHex> CObstacleInfo::getBlocked(BattleHex hex) const
{
std::vector<BattleHex> ret;
if(isAbsoluteObstacle)
{
assert(!hex.isValid());
range::copy(blockedTiles, std::back_inserter(ret));
return ret;
}
for(int offset : blockedTiles)
{
BattleHex toBlock = hex + offset;
if((hex.getY() & 1) && !(toBlock.getY() & 1))
toBlock += BattleHex::LEFT;
if(!toBlock.isValid())
logGlobal->error("Misplaced obstacle!");
else
ret.push_back(toBlock);
}
return ret;
}
bool CObstacleInfo::isAppropriate(ETerrainType terrainType, int specialBattlefield /*= -1*/) const
{
if(specialBattlefield != -1)
return vstd::contains(allowedSpecialBfields, specialBattlefield);
return vstd::contains(allowedTerrains, terrainType);
}
CHeroClass * CHeroClassHandler::loadFromJson(const JsonNode & node, const std::string & identifier)
{
std::string affinityStr[2] = { "might", "magic" };
auto heroClass = new CHeroClass();
heroClass->identifier = identifier;
heroClass->imageBattleFemale = node["animation"]["battle"]["female"].String();
heroClass->imageBattleMale = node["animation"]["battle"]["male"].String();
//MODS COMPATIBILITY FOR 0.96
heroClass->imageMapFemale = node["animation"]["map"]["female"].String();
heroClass->imageMapMale = node["animation"]["map"]["male"].String();
heroClass->name = node["name"].String();
heroClass->affinity = vstd::find_pos(affinityStr, node["affinity"].String());
for(const std::string & pSkill : PrimarySkill::names)
{
heroClass->primarySkillInitial.push_back(node["primarySkills"][pSkill].Float());
heroClass->primarySkillLowLevel.push_back(node["lowLevelChance"][pSkill].Float());
heroClass->primarySkillHighLevel.push_back(node["highLevelChance"][pSkill].Float());
}
for(const std::string & secSkill : NSecondarySkill::names)
{
heroClass->secSkillProbability.push_back(node["secondarySkills"][secSkill].Float());
}
VLC->modh->identifiers.requestIdentifier ("creature", node["commander"],
[=](si32 commanderID)
{
heroClass->commander = VLC->creh->creatures[commanderID];
});
heroClass->defaultTavernChance = node["defaultTavern"].Float();
for(auto & tavern : node["tavern"].Struct())
{
int value = tavern.second.Float();
VLC->modh->identifiers.requestIdentifier(tavern.second.meta, "faction", tavern.first,
[=](si32 factionID)
{
heroClass->selectionProbability[factionID] = value;
});
}
VLC->modh->identifiers.requestIdentifier("faction", node["faction"],
[=](si32 factionID)
{
heroClass->faction = factionID;
});
return heroClass;
}
std::vector<JsonNode> CHeroClassHandler::loadLegacyData(size_t dataSize)
{
heroClasses.resize(dataSize);
std::vector<JsonNode> h3Data;
h3Data.reserve(dataSize);
CLegacyConfigParser parser("DATA/HCTRAITS.TXT");
parser.endLine(); // header
parser.endLine();
for (size_t i=0; i<dataSize; i++)
{
JsonNode entry;
entry["name"].String() = parser.readString();
parser.readNumber(); // unused aggression
for (auto & name : PrimarySkill::names)
entry["primarySkills"][name].Float() = parser.readNumber();
for (auto & name : PrimarySkill::names)
entry["lowLevelChance"][name].Float() = parser.readNumber();
for (auto & name : PrimarySkill::names)
entry["highLevelChance"][name].Float() = parser.readNumber();
for (auto & name : NSecondarySkill::names)
entry["secondarySkills"][name].Float() = parser.readNumber();
for(auto & name : ETownType::names)
entry["tavern"][name].Float() = parser.readNumber();
parser.endLine();
h3Data.push_back(entry);
}
return h3Data;
}
void CHeroClassHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
{
auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name));
object->id = heroClasses.size();
heroClasses.push_back(object);
VLC->modh->identifiers.requestIdentifier(scope, "object", "hero", [=](si32 index)
{
JsonNode classConf = data["mapObject"];
classConf["heroClass"].String() = name;
classConf.setMeta(scope);
VLC->objtypeh->loadSubObject(name, classConf, index, object->id);
});
VLC->modh->identifiers.registerObject(scope, "heroClass", name, object->id);
}
void CHeroClassHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
{
auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name));
object->id = index;
assert(heroClasses[index] == nullptr); // ensure that this id was not loaded before
heroClasses[index] = object;
VLC->modh->identifiers.requestIdentifier(scope, "object", "hero", [=](si32 index)
{
JsonNode classConf = data["mapObject"];
classConf["heroClass"].String() = name;
classConf.setMeta(scope);
VLC->objtypeh->loadSubObject(name, classConf, index, object->id);
});
VLC->modh->identifiers.registerObject(scope, "heroClass", name, object->id);
}
void CHeroClassHandler::afterLoadFinalization()
{
// for each pair <class, town> set selection probability if it was not set before in tavern entries
for (CHeroClass * heroClass : heroClasses)
{
for (CFaction * faction : VLC->townh->factions)
{
if (!faction->town)
continue;
if (heroClass->selectionProbability.count(faction->index))
continue;
float chance = heroClass->defaultTavernChance * faction->town->defaultTavernChance;
heroClass->selectionProbability[faction->index] = static_cast<int>(sqrt(chance) + 0.5); //FIXME: replace with std::round once MVS supports it
}
}
for (CHeroClass * hc : heroClasses)
{
if (!hc->imageMapMale.empty())
{
JsonNode templ;
templ["animation"].String() = hc->imageMapMale;
VLC->objtypeh->getHandlerFor(Obj::HERO, hc->id)->addTemplate(templ);
}
}
}
std::vector<bool> CHeroClassHandler::getDefaultAllowed() const
{
return std::vector<bool>(heroClasses.size(), true);
}
CHeroClassHandler::~CHeroClassHandler()
{
for(auto heroClass : heroClasses)
{
delete heroClass.get();
}
}
CHeroHandler::~CHeroHandler()
{
for(auto hero : heroes)
delete hero.get();
}
CHeroHandler::CHeroHandler()
{
VLC->heroh = this;
for (int i = 0; i < GameConstants::SKILL_QUANTITY; ++i)
{
VLC->modh->identifiers.registerObject("core", "skill", NSecondarySkill::names[i], i);
VLC->modh->identifiers.registerObject("core", "secondarySkill", NSecondarySkill::names[i], i);
}
loadObstacles();
loadTerrains();
for (int i = 0; i < GameConstants::TERRAIN_TYPES; ++i)
{
VLC->modh->identifiers.registerObject("core", "terrain", GameConstants::TERRAIN_NAMES[i], i);
}
loadBallistics();
loadExperience();
}
CHero * CHeroHandler::loadFromJson(const JsonNode & node, const std::string & identifier)
{
auto hero = new CHero;
hero->identifier = identifier;
hero->sex = node["female"].Bool();
hero->special = node["special"].Bool();
hero->name = node["texts"]["name"].String();
hero->biography = node["texts"]["biography"].String();
hero->specName = node["texts"]["specialty"]["name"].String();
hero->specTooltip = node["texts"]["specialty"]["tooltip"].String();
hero->specDescr = node["texts"]["specialty"]["description"].String();
hero->iconSpecSmall = node["images"]["specialtySmall"].String();
hero->iconSpecLarge = node["images"]["specialtyLarge"].String();
hero->portraitSmall = node["images"]["small"].String();
hero->portraitLarge = node["images"]["large"].String();
loadHeroArmy(hero, node);
loadHeroSkills(hero, node);
loadHeroSpecialty(hero, node);
VLC->modh->identifiers.requestIdentifier("heroClass", node["class"],
[=](si32 classID)
{
hero->heroClass = classes.heroClasses[classID];
});
return hero;
}
void CHeroHandler::loadHeroArmy(CHero * hero, const JsonNode & node)
{
assert(node["army"].Vector().size() <= 3); // anything bigger is useless - army initialization uses up to 3 slots
hero->initialArmy.resize(node["army"].Vector().size());
for (size_t i=0; i< hero->initialArmy.size(); i++)
{
const JsonNode & source = node["army"].Vector()[i];
hero->initialArmy[i].minAmount = source["min"].Float();
hero->initialArmy[i].maxAmount = source["max"].Float();
assert(hero->initialArmy[i].minAmount <= hero->initialArmy[i].maxAmount);
VLC->modh->identifiers.requestIdentifier("creature", source["creature"], [=](si32 creature)
{
hero->initialArmy[i].creature = CreatureID(creature);
});
}
}
void CHeroHandler::loadHeroSkills(CHero * hero, const JsonNode & node)
{
for(const JsonNode &set : node["skills"].Vector())
{
int skillLevel = boost::range::find(NSecondarySkill::levels, set["level"].String()) - std::begin(NSecondarySkill::levels);
if (skillLevel < SecSkillLevel::LEVELS_SIZE)
{
size_t currentIndex = hero->secSkillsInit.size();
hero->secSkillsInit.push_back(std::make_pair(SecondarySkill(-1), skillLevel));
VLC->modh->identifiers.requestIdentifier("skill", set["skill"], [=](si32 id)
{
hero->secSkillsInit[currentIndex].first = SecondarySkill(id);
});
}
else
{
logGlobal->errorStream() << "Unknown skill level: " <<set["level"].String();
}
}
// spellbook is considered present if hero have "spellbook" entry even when this is an empty set (0 spells)
hero->haveSpellBook = !node["spellbook"].isNull();
for(const JsonNode & spell : node["spellbook"].Vector())
{
VLC->modh->identifiers.requestIdentifier("spell", spell,
[=](si32 spellID)
{
hero->spells.insert(SpellID(spellID));
});
}
}
void CHeroHandler::loadHeroSpecialty(CHero * hero, const JsonNode & node)
{
//deprecated, used only for original spciealties
for(const JsonNode &specialty : node["specialties"].Vector())
{
SSpecialtyInfo spec;
spec.type = specialty["type"].Float();
spec.val = specialty["val"].Float();
spec.subtype = specialty["subtype"].Float();
spec.additionalinfo = specialty["info"].Float();
hero->spec.push_back(spec); //put a copy of dummy
}
//new format, using bonus system
for(const JsonNode &specialty : node["specialty"].Vector())
{
SSpecialtyBonus hs;
hs.growsWithLevel = specialty["growsWithLevel"].Bool();
for (const JsonNode & bonus : specialty["bonuses"].Vector())
{
auto b = JsonUtils::parseBonus(bonus);
hs.bonuses.push_back (b);
}
hero->specialty.push_back (hs); //now, how to get CGHeroInstance from it?
}
}
void CHeroHandler::loadExperience()
{
expPerLevel.push_back(0);
expPerLevel.push_back(1000);
expPerLevel.push_back(2000);
expPerLevel.push_back(3200);
expPerLevel.push_back(4600);
expPerLevel.push_back(6200);
expPerLevel.push_back(8000);
expPerLevel.push_back(10000);
expPerLevel.push_back(12200);
expPerLevel.push_back(14700);
expPerLevel.push_back(17500);
expPerLevel.push_back(20600);
expPerLevel.push_back(24320);
expPerLevel.push_back(28784);
expPerLevel.push_back(34140);
while (expPerLevel[expPerLevel.size() - 1] > expPerLevel[expPerLevel.size() - 2])
{
int i = expPerLevel.size() - 1;
expPerLevel.push_back (expPerLevel[i] + (expPerLevel[i] - expPerLevel[i-1]) * 1.2);
}
expPerLevel.pop_back();//last value is broken
}
void CHeroHandler::loadObstacles()
{
auto loadObstacles = [](const JsonNode &node, bool absolute, std::map<int, CObstacleInfo> &out)
{
for(const JsonNode &obs : node.Vector())
{
int ID = obs["id"].Float();
CObstacleInfo & obi = out[ID];
obi.ID = ID;
obi.defName = obs["defname"].String();
obi.width = obs["width"].Float();
obi.height = obs["height"].Float();
obi.allowedTerrains = obs["allowedTerrain"].convertTo<std::vector<ETerrainType> >();
obi.allowedSpecialBfields = obs["specialBattlefields"].convertTo<std::vector<BFieldType> >();
obi.blockedTiles = obs["blockedTiles"].convertTo<std::vector<si16> >();
obi.isAbsoluteObstacle = absolute;
}
};
const JsonNode config(ResourceID("config/obstacles.json"));
loadObstacles(config["obstacles"], false, obstacles);
loadObstacles(config["absoluteObstacles"], true, absoluteObstacles);
//loadObstacles(config["moats"], true, moats);
}
/// convert h3-style ID (e.g. Gobin Wolf Rider) to vcmi (e.g. goblinWolfRider)
static std::string genRefName(std::string input)
{
boost::algorithm::replace_all(input, " ", ""); //remove spaces
input[0] = std::tolower(input[0]); // to camelCase
return input;
}
void CHeroHandler::loadBallistics()
{
CLegacyConfigParser ballParser("DATA/BALLIST.TXT");
ballParser.endLine(); //header
ballParser.endLine();
do
{
ballParser.readString();
ballParser.readString();
CHeroHandler::SBallisticsLevelInfo bli;
bli.keep = ballParser.readNumber();
bli.tower = ballParser.readNumber();
bli.gate = ballParser.readNumber();
bli.wall = ballParser.readNumber();
bli.shots = ballParser.readNumber();
bli.noDmg = ballParser.readNumber();
bli.oneDmg = ballParser.readNumber();
bli.twoDmg = ballParser.readNumber();
bli.sum = ballParser.readNumber();
ballistics.push_back(bli);
assert(bli.noDmg + bli.oneDmg + bli.twoDmg == 100 && bli.sum == 100);
}
while (ballParser.endLine());
}
std::vector<JsonNode> CHeroHandler::loadLegacyData(size_t dataSize)
{
heroes.resize(dataSize);
std::vector<JsonNode> h3Data;
h3Data.reserve(dataSize);
CLegacyConfigParser specParser("DATA/HEROSPEC.TXT");
CLegacyConfigParser bioParser("DATA/HEROBIOS.TXT");
CLegacyConfigParser parser("DATA/HOTRAITS.TXT");
parser.endLine(); //ignore header
parser.endLine();
specParser.endLine(); //ignore header
specParser.endLine();
for (int i=0; i<GameConstants::HEROES_QUANTITY; i++)
{
JsonNode heroData;
heroData["texts"]["name"].String() = parser.readString();
heroData["texts"]["biography"].String() = bioParser.readString();
heroData["texts"]["specialty"]["name"].String() = specParser.readString();
heroData["texts"]["specialty"]["tooltip"].String() = specParser.readString();
heroData["texts"]["specialty"]["description"].String() = specParser.readString();
for(int x=0;x<3;x++)
{
JsonNode armySlot;
armySlot["min"].Float() = parser.readNumber();
armySlot["max"].Float() = parser.readNumber();
armySlot["creature"].String() = genRefName(parser.readString());
heroData["army"].Vector().push_back(armySlot);
}
parser.endLine();
specParser.endLine();
bioParser.endLine();
h3Data.push_back(heroData);
}
return h3Data;
}
void CHeroHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
{
auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name));
object->ID = HeroTypeID(heroes.size());
object->imageIndex = heroes.size() + GameConstants::HERO_PORTRAIT_SHIFT; // 2 special frames + some extra portraits
heroes.push_back(object);
VLC->modh->identifiers.registerObject(scope, "hero", name, object->ID.getNum());
}
void CHeroHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
{
auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name));
object->ID = HeroTypeID(index);
object->imageIndex = index;
assert(heroes[index] == nullptr); // ensure that this id was not loaded before
heroes[index] = object;
VLC->modh->identifiers.registerObject(scope, "hero", name, object->ID.getNum());
}
ui32 CHeroHandler::level (ui64 experience) const
{
return boost::range::upper_bound(expPerLevel, experience) - std::begin(expPerLevel);
}
ui64 CHeroHandler::reqExp (ui32 level) const
{
if(!level)
return 0;
if (level <= expPerLevel.size())
{
return expPerLevel[level-1];
}
else
{
logGlobal->warn("A hero has reached unsupported amount of experience");
return expPerLevel[expPerLevel.size()-1];
}
}
void CHeroHandler::loadTerrains()
{
const JsonNode config(ResourceID("config/terrains.json"));
terrCosts.reserve(GameConstants::TERRAIN_TYPES);
for(const std::string & name : GameConstants::TERRAIN_NAMES)
terrCosts.push_back(config[name]["moveCost"].Float());
}
std::vector<bool> CHeroHandler::getDefaultAllowed() const
{
// Look Data/HOTRAITS.txt for reference
std::vector<bool> allowedHeroes;
allowedHeroes.reserve(heroes.size());
for(const CHero * hero : heroes)
{
allowedHeroes.push_back(!hero->special);
}
return allowedHeroes;
}
std::vector<bool> CHeroHandler::getDefaultAllowedAbilities() const
{
std::vector<bool> allowedAbilities;
allowedAbilities.resize(GameConstants::SKILL_QUANTITY, true);
return allowedAbilities;
}
si32 CHeroHandler::decodeHero(const std::string & identifier)
{
auto rawId = VLC->modh->identifiers.getIdentifier("core", "hero", identifier);
if(rawId)
return rawId.get();
else
return -1;
}
std::string CHeroHandler::encodeHero(const si32 index)
{
return VLC->heroh->heroes.at(index)->identifier;
}
si32 CHeroHandler::decodeSkill(const std::string & identifier)
{
auto rawId = VLC->modh->identifiers.getIdentifier("core", "skill", identifier);
if(rawId)
return rawId.get();
else
return -1;
}
std::string CHeroHandler::encodeSkill(const si32 index)
{
return NSecondarySkill::names[index];
}