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vcmi/lib/CTownHandler.h

364 lines
12 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/Faction.h>
#include <vcmi/FactionService.h>
#include "ConstTransitivePtr.h"
#include "ResourceSet.h"
#include "int3.h"
#include "GameConstants.h"
#include "IHandlerBase.h"
#include "LogicalExpression.h"
#include "battle/BattleHex.h"
#include "bonuses/Bonus.h"
#include "bonuses/BonusList.h"
#include "Point.h"
#include "rewardable/Info.h"
#include "filesystem/ResourcePath.h"
VCMI_LIB_NAMESPACE_BEGIN
class CLegacyConfigParser;
class JsonNode;
class CTown;
class CFaction;
struct BattleHex;
class JsonSerializeFormat;
/// a typical building encountered in every castle ;]
/// this is structure available to both client and server
/// contains all mechanics-related data about town structures
class DLL_LINKAGE CBuilding
{
std::string modScope;
std::string identifier;
public:
using TRequired = LogicalExpression<BuildingID>;
CTown * town; // town this building belongs to
TResources resources;
TResources produce;
TRequired requirements;
BuildingID bid; //structure ID
BuildingID upgrade; /// indicates that building "upgrade" can be improved by this, -1 = empty
BuildingSubID::EBuildingSubID subId; /// subtype for special buildings, -1 = the building is not special
std::set<BuildingID> overrideBids; /// the building which bonuses should be overridden with bonuses of the current building
BonusList buildingBonuses;
BonusList onVisitBonuses;
Rewardable::Info rewardableObjectInfo; ///configurable rewards for special buildings
enum EBuildMode
{
BUILD_NORMAL, // 0 - normal, default
BUILD_AUTO, // 1 - auto - building appears when all requirements are built
BUILD_SPECIAL, // 2 - special - building can not be built normally
BUILD_GRAIL // 3 - grail - building reqires grail to be built
} mode;
enum ETowerHeight // for lookup towers and some grails
{
HEIGHT_NO_TOWER = 5, // building has not 'lookout tower' ability
HEIGHT_LOW = 10, // low lookout tower, but castle without lookout tower gives radius 5
HEIGHT_AVERAGE = 15,
HEIGHT_HIGH = 20, // such tower is in the Tower town
HEIGHT_SKYSHIP = std::numeric_limits<int>::max() // grail, open entire map
} height;
static const std::map<std::string, CBuilding::EBuildMode> MODES;
static const std::map<std::string, CBuilding::ETowerHeight> TOWER_TYPES;
CBuilding() : town(nullptr), mode(BUILD_NORMAL) {};
const BuildingTypeUniqueID getUniqueTypeID() const;
std::string getJsonKey() const;
std::string getNameTranslated() const;
std::string getDescriptionTranslated() const;
std::string getBaseTextID() const;
std::string getNameTextID() const;
std::string getDescriptionTextID() const;
//return base of upgrade(s) or this
BuildingID getBase() const;
// returns how many times build has to be upgraded to become build
si32 getDistance(const BuildingID & build) const;
STRONG_INLINE
bool IsTradeBuilding() const
{
return bid == BuildingID::MARKETPLACE || subId == BuildingSubID::ARTIFACT_MERCHANT || subId == BuildingSubID::FREELANCERS_GUILD;
}
STRONG_INLINE
bool IsWeekBonus() const
{
return subId == BuildingSubID::STABLES || subId == BuildingSubID::MANA_VORTEX;
}
STRONG_INLINE
bool IsVisitingBonus() const
{
return subId == BuildingSubID::ATTACK_VISITING_BONUS ||
subId == BuildingSubID::DEFENSE_VISITING_BONUS ||
subId == BuildingSubID::SPELL_POWER_VISITING_BONUS ||
subId == BuildingSubID::KNOWLEDGE_VISITING_BONUS ||
subId == BuildingSubID::EXPERIENCE_VISITING_BONUS ||
subId == BuildingSubID::CUSTOM_VISITING_BONUS;
}
void addNewBonus(const std::shared_ptr<Bonus> & b, BonusList & bonusList) const;
friend class CTownHandler;
};
/// This is structure used only by client
/// Consists of all gui-related data about town structures
/// Should be moved from lib to client
struct DLL_LINKAGE CStructure
{
CBuilding * building; // base building. If null - this structure will be always present on screen
CBuilding * buildable; // building that will be used to determine built building and visible cost. Usually same as "building"
int3 pos;
AnimationPath defName;
ImagePath borderName;
ImagePath areaName;
std::string identifier;
bool hiddenUpgrade; // used only if "building" is upgrade, if true - structure on town screen will behave exactly like parent (mouse clicks, hover texts, etc)
};
struct DLL_LINKAGE SPuzzleInfo
{
ui16 number; //type of puzzle
si16 x, y; //position
ui16 whenUncovered; //determines the sequnce of discovering (the lesser it is the sooner puzzle will be discovered)
ImagePath filename; //file with graphic of this puzzle
};
class DLL_LINKAGE CFaction : public Faction
{
friend class CTownHandler;
friend class CBuilding;
friend class CTown;
std::string modScope;
std::string identifier;
FactionID index = FactionID::NEUTRAL;
FactionID getFaction() const override; //This function should not be used
public:
TerrainId nativeTerrain;
EAlignment alignment = EAlignment::NEUTRAL;
bool preferUndergroundPlacement = false;
/// Boat that will be used by town shipyard (if any)
/// and for placing heroes directly on boat (in map editor, water prisons & taverns)
BoatId boatType = BoatId::CASTLE;
CTown * town = nullptr; //NOTE: can be null
ImagePath creatureBg120;
ImagePath creatureBg130;
std::vector<SPuzzleInfo> puzzleMap;
CFaction() = default;
~CFaction();
int32_t getIndex() const override;
int32_t getIconIndex() const override;
std::string getJsonKey() const override;
void registerIcons(const IconRegistar & cb) const override;
FactionID getId() const override;
std::string getNameTranslated() const override;
std::string getNameTextID() const override;
bool hasTown() const override;
TerrainId getNativeTerrain() const override;
EAlignment getAlignment() const override;
BoatId getBoatType() const override;
void updateFrom(const JsonNode & data);
void serializeJson(JsonSerializeFormat & handler);
};
class DLL_LINKAGE CTown
{
friend class CTownHandler;
size_t namesCount = 0;
public:
CTown();
~CTown();
std::string getBuildingScope() const;
std::set<si32> getAllBuildings() const;
const CBuilding * getSpecialBuilding(BuildingSubID::EBuildingSubID subID) const;
std::string getGreeting(BuildingSubID::EBuildingSubID subID) const;
void setGreeting(BuildingSubID::EBuildingSubID subID, const std::string & message) const; //may affect only mutable field
BuildingID getBuildingType(BuildingSubID::EBuildingSubID subID) const;
std::string getRandomNameTranslated(size_t index) const;
std::string getRandomNameTextID(size_t index) const;
size_t getRandomNamesCount() const;
CFaction * faction;
/// level -> list of creatures on this tier
// TODO: replace with pointers to CCreature
std::vector<std::vector<CreatureID> > creatures;
std::map<BuildingID, ConstTransitivePtr<CBuilding> > buildings;
std::vector<std::string> dwellings; //defs for adventure map dwellings for new towns, [0] means tier 1 creatures etc.
std::vector<std::string> dwellingNames;
// should be removed at least from configs in favor of auto-detection
std::map<int,int> hordeLvl; //[0] - first horde building creature level; [1] - second horde building (-1 if not present)
ui32 mageLevel; //max available mage guild level
GameResID primaryRes;
ArtifactID warMachine;
SpellID moatAbility;
// default chance for hero of specific class to appear in tavern, if field "tavern" was not set
// resulting chance = sqrt(town.chance * heroClass.chance)
ui32 defaultTavernChance;
// Client-only data. Should be moved away from lib
struct ClientInfo
{
//icons [fort is present?][build limit reached?] -> index of icon in def files
int icons[2][2];
std::string iconSmall[2][2]; /// icon names used during loading
std::string iconLarge[2][2];
VideoPath tavernVideo;
AudioPath musicTheme;
ImagePath townBackground;
ImagePath guildBackground;
ImagePath guildWindow;
AnimationPath buildingsIcons;
ImagePath hallBackground;
/// vector[row][column] = list of buildings in this slot
std::vector< std::vector< std::vector<BuildingID> > > hallSlots;
/// list of town screen structures.
/// NOTE: index in vector is meaningless. Vector used instead of list for a bit faster access
std::vector<ConstTransitivePtr<CStructure> > structures;
std::string siegePrefix;
std::vector<Point> siegePositions;
CreatureID siegeShooter; // shooter creature ID
std::string towerIconSmall;
std::string towerIconLarge;
} clientInfo;
private:
///generated bonusing buildings messages for all towns of this type.
mutable std::map<BuildingSubID::EBuildingSubID, const std::string> specialMessages; //may be changed by CGTownBuilding::getVisitingBonusGreeting() const
};
class DLL_LINKAGE CTownHandler : public CHandlerBase<FactionID, Faction, CFaction, FactionService>
{
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;
std::shared_ptr<Bonus> createBonusImpl(const BuildingID & building,
const FactionID & faction,
BonusType type,
int val,
const TPropagatorPtr & prop,
const std::string & description,
BonusSubtypeID subtype) 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:
template<typename R, typename K>
static R getMappedValue(const K key, const R defval, const std::map<K, R> & map, bool required = true);
template<typename R>
static R getMappedValue(const JsonNode & node, const R defval, const std::map<std::string, R> & map, bool required = true);
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;
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;
CFaction * loadFromJson(const std::string & scope, const JsonNode & data, const std::string & identifier, size_t index) override;
};
VCMI_LIB_NAMESPACE_END