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vcmi/lib/entities/faction/CTownHandler.h

100 lines
3.3 KiB
C++

/*
* CTownHandler.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 <vcmi/FactionService.h>
#include "CFaction.h"
#include "../../IHandlerBase.h"
#include "../../bonuses/Bonus.h"
#include "../../constants/EntityIdentifiers.h"
#include "../../json/JsonNode.h"
VCMI_LIB_NAMESPACE_BEGIN
class CBuilding;
class CTown;
class DLL_LINKAGE CTownHandler : public CHandlerBase<FactionID, Faction, CFaction, FactionService>
{
JsonNode buildingsLibrary;
struct BuildingRequirementsHelper
{
JsonNode json;
CBuilding * building;
CTown * town;
};
std::map<CTown *, JsonNode> warMachinesToLoad;
std::vector<BuildingRequirementsHelper> requirementsToLoad;
std::vector<BuildingRequirementsHelper> overriddenBidsToLoad; //list of buildings, which bonuses should be overridden.
static const TPropagatorPtr & emptyPropagator();
void initializeRequirements();
void initializeOverridden();
void initializeWarMachines();
/// loads CBuilding's into town
void loadBuildingRequirements(CBuilding * building, const JsonNode & source, std::vector<BuildingRequirementsHelper> & bidsToLoad) const;
void loadBuilding(CTown * town, const std::string & stringID, const JsonNode & source);
void loadBuildings(CTown * town, const JsonNode & source);
std::shared_ptr<Bonus> createBonus(CBuilding * build, BonusType type, int val) const;
std::shared_ptr<Bonus> createBonus(CBuilding * build, BonusType type, int val, BonusSubtypeID subtype) const;
std::shared_ptr<Bonus> createBonus(CBuilding * build, BonusType type, int val, BonusSubtypeID subtype, const TPropagatorPtr & prop) const;
/// loads CStructure's into town
void loadStructure(CTown & town, const std::string & stringID, const JsonNode & source) const;
void loadStructures(CTown & town, const JsonNode & source) const;
/// loads town hall vector (hallSlots)
void loadTownHall(CTown & town, const JsonNode & source) const;
void loadSiegeScreen(CTown & town, const JsonNode & source) const;
void loadClientData(CTown & town, const JsonNode & source) const;
void loadTown(CTown * town, const JsonNode & source);
void loadPuzzle(CFaction & faction, const JsonNode & source) const;
void loadRandomFaction();
public:
CTown * randomTown;
CFaction * randomFaction;
CTownHandler();
~CTownHandler();
std::vector<JsonNode> loadLegacyData() override;
void loadObject(std::string scope, std::string name, const JsonNode & data) override;
void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
void addBonusesForVanilaBuilding(CBuilding * building) const;
void loadCustom() override;
void afterLoadFinalization() override;
void beforeValidate(JsonNode & object) override;
std::set<FactionID> getDefaultAllowed() const;
std::set<FactionID> getAllowedFactions(bool withTown = true) const;
static void loadSpecialBuildingBonuses(const JsonNode & source, BonusList & bonusList, CBuilding * building);
protected:
const std::vector<std::string> & getTypeNames() const override;
std::shared_ptr<CFaction> loadFromJson(const std::string & scope, const JsonNode & data, const std::string & identifier, size_t index) override;
};
VCMI_LIB_NAMESPACE_END