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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
353 lines
10 KiB
C++
353 lines
10 KiB
C++
/*
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* CModHandler.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 "filesystem/Filesystem.h"
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#include "VCMI_Lib.h"
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#include "JsonNode.h"
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class CModHandler;
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class CModIndentifier;
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class CModInfo;
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class JsonNode;
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class IHandlerBase;
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/// class that stores all object identifiers strings and maps them to numeric ID's
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/// if possible, objects ID's should be in format <type>.<name>, camelCase e.g. "creature.grandElf"
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class CIdentifierStorage
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{
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enum ELoadingState
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{
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LOADING,
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FINALIZING,
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FINISHED
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};
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struct ObjectCallback // entry created on ID request
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{
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std::string localScope; /// scope from which this ID was requested
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std::string remoteScope; /// scope in which this object must be found
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std::string type; /// type, e.g. creature, faction, hero, etc
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std::string name; /// string ID
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std::function<void(si32)> callback;
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bool optional;
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ObjectCallback(std::string localScope, std::string remoteScope,
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std::string type, std::string name,
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const std::function<void(si32)> & callback,
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bool optional);
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};
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struct ObjectData // entry created on ID registration
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{
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si32 id;
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std::string scope; /// scope in which this ID located
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bool operator==(const ObjectData & other) const
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{
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return id == other.id && scope == other.scope;
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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 & id;
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h & scope;
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}
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};
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std::multimap<std::string, ObjectData> registeredObjects;
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std::vector<ObjectCallback> scheduledRequests;
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ELoadingState state;
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/// Check if identifier can be valid (camelCase, point as separator)
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void checkIdentifier(std::string & ID);
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void requestIdentifier(ObjectCallback callback);
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bool resolveIdentifier(const ObjectCallback & callback);
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std::vector<ObjectData> getPossibleIdentifiers(const ObjectCallback & callback);
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public:
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CIdentifierStorage();
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virtual ~CIdentifierStorage();
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/// request identifier for specific object name.
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/// Function callback will be called during ID resolution phase of loading
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void requestIdentifier(std::string scope, std::string type, std::string name, const std::function<void(si32)> & callback);
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///fullName = [remoteScope:]type.name
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void requestIdentifier(std::string scope, std::string fullName, const std::function<void(si32)> & callback);
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void requestIdentifier(std::string type, const JsonNode & name, const std::function<void(si32)> & callback);
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void requestIdentifier(const JsonNode & name, const std::function<void(si32)> & callback);
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/// try to request ID. If ID with such name won't be loaded, callback function will not be called
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void tryRequestIdentifier(std::string scope, std::string type, std::string name, const std::function<void(si32)> & callback);
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void tryRequestIdentifier(std::string type, const JsonNode & name, const std::function<void(si32)> & callback);
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/// get identifier immediately. If identifier is not know and not silent call will result in error message
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boost::optional<si32> getIdentifier(std::string scope, std::string type, std::string name, bool silent = false);
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boost::optional<si32> getIdentifier(std::string type, const JsonNode & name, bool silent = false);
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boost::optional<si32> getIdentifier(const JsonNode & name, bool silent = false);
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boost::optional<si32> getIdentifier(std::string scope, std::string fullName, bool silent = false);
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/// registers new object
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void registerObject(std::string scope, std::string type, std::string name, si32 identifier);
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/// called at the very end of loading to check for any missing ID's
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void finalize();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & registeredObjects;
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h & state;
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}
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};
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/// internal type to handle loading of one data type (e.g. artifacts, creatures)
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class DLL_LINKAGE ContentTypeHandler
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{
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public:
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struct ModInfo
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{
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/// mod data from this mod and for this mod
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JsonNode modData;
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/// mod data for this mod from other mods (patches)
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JsonNode patches;
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};
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/// handler to which all data will be loaded
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IHandlerBase * handler;
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std::string objectName;
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/// contains all loaded H3 data
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std::vector<JsonNode> originalData;
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std::map<std::string, ModInfo> modData;
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ContentTypeHandler(IHandlerBase * handler, std::string objectName);
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/// local version of methods in ContentHandler
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/// returns true if loading was successful
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bool preloadModData(std::string modName, std::vector<std::string> fileList, bool validate);
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bool loadMod(std::string modName, bool validate);
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void loadCustom();
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void afterLoadFinalization();
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};
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/// class used to load all game data into handlers. Used only during loading
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class DLL_LINKAGE CContentHandler
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{
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/// preloads all data from fileList as data from modName.
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bool preloadModData(std::string modName, JsonNode modConfig, bool validate);
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/// actually loads data in mod
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bool loadMod(std::string modName, bool validate);
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std::map<std::string, ContentTypeHandler> handlers;
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public:
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CContentHandler();
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void init();
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/// preloads all data from fileList as data from modName.
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void preloadData(CModInfo & mod);
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/// actually loads data in mod
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void load(CModInfo & mod);
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void loadCustom();
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/// all data was loaded, time for final validation / integration
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void afterLoadFinalization();
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const ContentTypeHandler & operator[] (const std::string & name) const;
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};
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typedef std::string TModID;
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class DLL_LINKAGE CModInfo
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{
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public:
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enum EValidationStatus
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{
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PENDING,
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FAILED,
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PASSED
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};
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/// identifier, identical to name of folder with mod
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std::string identifier;
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/// human-readable strings
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std::string name;
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std::string description;
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/// list of mods that should be loaded before this one
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std::set <TModID> dependencies;
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/// list of mods that can't be used in the same time as this one
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std::set <TModID> conflicts;
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/// CRC-32 checksum of the mod
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ui32 checksum;
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/// true if mod is enabled
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bool enabled;
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EValidationStatus validation;
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JsonNode config;
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CModInfo();
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CModInfo(std::string identifier, const JsonNode & local, const JsonNode & config);
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JsonNode saveLocalData() const;
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void updateChecksum(ui32 newChecksum);
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static std::string getModDir(std::string name);
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static std::string getModFile(std::string name);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & identifier;
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h & description;
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h & name;
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h & dependencies;
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h & conflicts;
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h & config;
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h & checksum;
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h & validation;
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h & enabled;
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}
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private:
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void loadLocalData(const JsonNode & data);
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};
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class DLL_LINKAGE CModHandler
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{
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std::map <TModID, CModInfo> allMods;
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std::vector <TModID> activeMods;//active mods, in order in which they were loaded
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CModInfo coreMod;
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void loadConfigFromFile(std::string name);
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bool hasCircularDependency(TModID mod, std::set <TModID> currentList = std::set <TModID>()) const;
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//returns false if mod list is incorrect and prints error to console. Possible errors are:
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// - missing dependency mod
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// - conflicting mod in load order
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// - circular dependencies
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bool checkDependencies(const std::vector <TModID> & input) const;
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// returns load order in which all dependencies are resolved, e.g. loaded after required mods
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// function assumes that input list is valid (checkDependencies returned true)
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std::vector <TModID> resolveDependencies(std::vector<TModID> input) const;
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std::vector<std::string> getModList(std::string path);
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void loadMods(std::string path, std::string parent, const JsonNode & modSettings, bool enableMods);
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void loadOneMod(std::string modName, std::string parent, const JsonNode & modSettings, bool enableMods);
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public:
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CIdentifierStorage identifiers;
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CContentHandler content; //(!)Do not serialize
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/// receives list of available mods and trying to load mod.json from all of them
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void initializeConfig();
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void loadMods(bool onlyEssential = false);
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void loadModFilesystems();
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CModInfo & getModData(TModID modId);
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/// returns list of all (active) mods
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std::vector<std::string> getAllMods();
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std::vector<std::string> getActiveMods();
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/// load content from all available mods
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void load();
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void afterLoad(bool onlyEssential);
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struct DLL_LINKAGE hardcodedFeatures
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{
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JsonNode data;
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int CREEP_SIZE; // neutral stacks won't grow beyond this number
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int WEEKLY_GROWTH; //percent
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int NEUTRAL_STACK_EXP;
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int MAX_BUILDING_PER_TURN;
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bool DWELLINGS_ACCUMULATE_CREATURES;
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bool ALL_CREATURES_GET_DOUBLE_MONTHS;
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int MAX_HEROES_AVAILABLE_PER_PLAYER;
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int MAX_HEROES_ON_MAP_PER_PLAYER;
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bool WINNING_HERO_WITH_NO_TROOPS_RETREATS;
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bool BLACK_MARKET_MONTHLY_ARTIFACTS_CHANGE;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & data;
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h & CREEP_SIZE;
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h & WEEKLY_GROWTH;
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h & NEUTRAL_STACK_EXP;
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h & MAX_BUILDING_PER_TURN;
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h & DWELLINGS_ACCUMULATE_CREATURES;
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h & ALL_CREATURES_GET_DOUBLE_MONTHS;
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h & MAX_HEROES_AVAILABLE_PER_PLAYER;
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h & MAX_HEROES_ON_MAP_PER_PLAYER;
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if(version >= 756)
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{
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h & WINNING_HERO_WITH_NO_TROOPS_RETREATS;
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}
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else if(!h.saving)
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{
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WINNING_HERO_WITH_NO_TROOPS_RETREATS = true;
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}
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if(version >= 776)
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{
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h & BLACK_MARKET_MONTHLY_ARTIFACTS_CHANGE;
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}
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else if(!h.saving)
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{
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BLACK_MARKET_MONTHLY_ARTIFACTS_CHANGE = true;
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}
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}
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} settings;
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struct DLL_LINKAGE gameModules
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{
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bool STACK_EXP;
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bool STACK_ARTIFACT;
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bool COMMANDERS;
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bool MITHRIL;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & STACK_EXP;
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h & STACK_ARTIFACT;
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h & COMMANDERS;
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h & MITHRIL;
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}
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} modules;
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CModHandler();
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virtual ~CModHandler();
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static std::string normalizeIdentifier(const std::string & scope, const std::string & remoteScope, const std::string & identifier);
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static void parseIdentifier(const std::string & fullIdentifier, std::string & scope, std::string & type, std::string & identifier);
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static std::string makeFullIdentifier(const std::string & scope, const std::string & type, const std::string & identifier);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & allMods;
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h & activeMods;
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h & settings;
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h & modules;
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h & identifiers;
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}
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};
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