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0b70baa95e
* Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
278 lines
8.7 KiB
C++
278 lines
8.7 KiB
C++
/*
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* CCreatureHandler.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 "HeroBonus.h"
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#include "ConstTransitivePtr.h"
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#include "ResourceSet.h"
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#include "GameConstants.h"
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#include "JsonNode.h"
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#include "IHandlerBase.h"
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#include "CRandomGenerator.h"
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class CLegacyConfigParser;
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class CCreatureHandler;
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class CCreature;
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class DLL_LINKAGE CCreature : public CBonusSystemNode
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{
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public:
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std::string identifier;
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std::string nameRef; // reference name, stringID
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std::string nameSing;// singular name, e.g. Centaur
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std::string namePl; // plural name, e.g. Centaurs
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std::string abilityText; //description of abilities
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CreatureID idNumber;
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TFaction faction;
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ui8 level; // 0 - unknown; 1-7 for "usual" creatures
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//stats that are not handled by bonus system
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ui32 fightValue, AIValue, growth, hordeGrowth;
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ui32 ammMin, ammMax; // initial size of stack of these creatures on adventure map (if not set in editor)
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bool doubleWide;
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bool special; // Creature is not available normally (war machines, commanders, several unused creatures, etc
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TResources cost; //cost[res_id] - amount of that resource required to buy creature from dwelling
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std::set<CreatureID> upgrades; // IDs of creatures to which this creature can be upgraded
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std::string animDefName; // creature animation used during battles
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std::string advMapDef; //for new creatures only, image for adventure map
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si32 iconIndex; // index of icon in files like twcrport
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/// names of files with appropriate icons. Used only during loading
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std::string smallIconName;
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std::string largeIconName;
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struct CreatureAnimation
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{
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double timeBetweenFidgets, idleAnimationTime,
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walkAnimationTime, attackAnimationTime, flightAnimationDistance;
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int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX,
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upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
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std::vector<double> missleFrameAngles;
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int troopCountLocationOffset, attackClimaxFrame;
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std::string projectileImageName;
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//bool projectileSpin; //if true, appropriate projectile is spinning during flight
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & timeBetweenFidgets;
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h & idleAnimationTime;
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h & walkAnimationTime;
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h & attackAnimationTime;
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h & flightAnimationDistance;
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h & upperRightMissleOffsetX;
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h & rightMissleOffsetX;
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h & lowerRightMissleOffsetX;
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h & upperRightMissleOffsetY;
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h & rightMissleOffsetY;
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h & lowerRightMissleOffsetY;
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h & missleFrameAngles;
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h & troopCountLocationOffset;
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h & attackClimaxFrame;
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h & projectileImageName;
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}
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} animation;
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//sound info
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struct CreatureBattleSounds
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{
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std::string attack;
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std::string defend;
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std::string killed; // was killed or died
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std::string move;
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std::string shoot; // range attack
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std::string wince; // attacked but did not die
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std::string startMoving;
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std::string endMoving;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & attack;
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h & defend;
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h & killed;
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h & move;
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h & shoot;
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h & wince;
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h & startMoving;
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h & endMoving;
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}
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} sounds;
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ArtifactID warMachine;
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bool isItNativeTerrain(int terrain) const;
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bool isDoubleWide() const; //returns true if unit is double wide on battlefield
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bool isFlying() const; //returns true if it is a flying unit
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bool isShooting() const; //returns true if unit can shoot
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bool isUndead() const; //returns true if unit is undead
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bool isGood () const;
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bool isEvil () const;
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si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought
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static int getQuantityID(const int & quantity); //1 - a few, 2 - several, 3 - pack, 4 - lots, 5 - horde, 6 - throng, 7 - swarm, 8 - zounds, 9 - legion
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static int estimateCreatureCount(ui32 countID); //reverse version of above function, returns middle of range
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bool isMyUpgrade(const CCreature *anotherCre) const;
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bool valid() const;
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void setId(CreatureID ID); //assigns idNumber and updates bonuses to reference it
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void addBonus(int val, Bonus::BonusType type, int subtype = -1);
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std::string nodeName() const override;
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template<typename RanGen>
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int getRandomAmount(RanGen ranGen) const
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{
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if(ammMax == ammMin)
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return ammMax;
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else
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return ammMin + (ranGen() % (ammMax - ammMin));
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CBonusSystemNode&>(*this);
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h & namePl;
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h & nameSing;
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h & nameRef;
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h & cost;
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h & upgrades;
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h & fightValue;
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h & AIValue;
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h & growth;
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h & hordeGrowth;
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h & ammMin;
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h & ammMax;
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h & level;
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h & abilityText;
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h & animDefName;
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h & advMapDef;
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h & iconIndex;
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h & smallIconName;
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h & largeIconName;
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h & idNumber;
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h & faction;
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h & sounds;
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h & animation;
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h & doubleWide;
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h & special;
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if(version>=759)
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{
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h & identifier;
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}
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if(version >= 771)
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{
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h & warMachine;
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}
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else if(!h.saving)
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{
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fillWarMachine();
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}
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}
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CCreature();
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private:
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void fillWarMachine();
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};
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class DLL_LINKAGE CCreatureHandler : public IHandlerBase
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{
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private:
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CBonusSystemNode allCreatures;
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CBonusSystemNode creaturesOfLevel[GameConstants::CREATURES_PER_TOWN + 1];//index 0 is used for creatures of unknown tier or outside <1-7> range
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/// load one creature from json config
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CCreature * loadFromJson(const JsonNode & node, const std::string & identifier);
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void loadJsonAnimation(CCreature * creature, const JsonNode & graphics);
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void loadStackExperience(CCreature * creature, const JsonNode &input);
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void loadCreatureJson(CCreature * creature, const JsonNode & config);
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/// loading functions
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/// adding abilities from ZCRTRAIT.TXT
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void loadBonuses(JsonNode & creature, std::string bonuses);
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/// load all creatures from H3 files
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void load();
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void loadCommanders();
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/// load creature from json structure
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void load(std::string creatureID, const JsonNode & node);
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/// read cranim.txt file from H3
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void loadAnimationInfo(std::vector<JsonNode> & h3Data);
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/// read one line from cranim.txt
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void loadUnitAnimInfo(JsonNode & unit, CLegacyConfigParser &parser);
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/// parse crexpbon.txt file from H3
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void loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser &parser);
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/// help function for parsing CREXPBON.txt
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int stringToNumber(std::string & s);
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public:
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std::set<CreatureID> doubledCreatures; //they get double week
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std::vector<ConstTransitivePtr<CCreature> > creatures; //creature ID -> creature info.
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//stack exp
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std::vector<std::vector<ui32> > expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
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std::vector<ui32> maxExpPerBattle; //%, tiers same as above
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si8 expAfterUpgrade;//multiplier in %
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//Commanders
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BonusList commanderLevelPremy; //bonus values added with each level-up
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std::vector< std::vector <ui8> > skillLevels; //how much of a bonus will be given to commander with every level. SPELL_POWER also gives CASTS and RESISTANCE
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std::vector <std::pair <std::shared_ptr<Bonus>, std::pair <ui8, ui8> > > skillRequirements; // first - Bonus, second - which two skills are needed to use it
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const CCreature * getCreature(const std::string & scope, const std::string & identifier) const;
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void deserializationFix();
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CreatureID pickRandomMonster(CRandomGenerator & rand, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
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void addBonusForTier(int tier, std::shared_ptr<Bonus> b); //tier must be <1-7>
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void addBonusForAllCreatures(std::shared_ptr<Bonus> b);
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CCreatureHandler();
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~CCreatureHandler();
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/// load all creatures from H3 files
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void loadCrExpBon();
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/// generates tier-specific bonus tree entries
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void buildBonusTreeForTiers();
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void afterLoadFinalization() override;
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std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
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void loadObject(std::string scope, std::string name, const JsonNode & data) override;
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void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
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std::vector<bool> getDefaultAllowed() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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//TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
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h & doubledCreatures;
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h & creatures;
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h & expRanks;
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h & maxExpPerBattle;
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h & expAfterUpgrade;
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h & skillLevels;
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h & skillRequirements;
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h & commanderLevelPremy;
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h & allCreatures;
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h & creaturesOfLevel;
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BONUS_TREE_DESERIALIZATION_FIX
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}
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};
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