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82 lines
2.9 KiB
C++
82 lines
2.9 KiB
C++
/*
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* BattleLayout.cpp, 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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#include "StdInc.h"
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#include "BattleLayout.h"
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#include "../GameSettings.h"
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#include "../IGameCallback.h"
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#include "../VCMI_Lib.h"
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#include "../json/JsonNode.h"
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#include "../mapObjects/CArmedInstance.h"
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VCMI_LIB_NAMESPACE_BEGIN
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BattleLayout BattleLayout::createDefaultLayout(IGameCallback * cb, const CArmedInstance * attacker, const CArmedInstance * defender)
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{
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return createLayout(cb, "default", attacker, defender);
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}
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BattleLayout BattleLayout::createLayout(IGameCallback * cb, const std::string & layoutName, const CArmedInstance * attacker, const CArmedInstance * defender)
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{
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const auto & loadHex = [](const JsonNode & node)
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{
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if (node.isNull())
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return BattleHex();
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else
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return BattleHex(node.Integer());
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};
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const auto & loadUnits = [](const JsonNode & node)
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{
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UnitsArrayType::value_type result;
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for (size_t i = 0; i < GameConstants::ARMY_SIZE; ++i)
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{
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if (!node[i].isNull())
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result[i] = BattleHex(node[i].Integer());
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}
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return result;
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};
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const JsonNode & configRoot = cb->getSettings().getValue(EGameSettings::COMBAT_LAYOUTS);
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const JsonNode & config = configRoot[layoutName];
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BattleLayout result;
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result.commanders[BattleSide::ATTACKER] = loadHex(config["attackerCommander"]);
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result.commanders[BattleSide::DEFENDER] = loadHex(config["defenderCommander"]);
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for (size_t i = 0; i < 4; ++i)
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result.warMachines[BattleSide::ATTACKER][i] = loadHex(config["attackerWarMachines"][i]);
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for (size_t i = 0; i < 4; ++i)
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result.warMachines[BattleSide::DEFENDER][i] = loadHex(config["attackerWarMachines"][i]);
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if (attacker->formation == EArmyFormation::LOOSE && !config["attackerUnitsLoose"].isNull())
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result.units[BattleSide::ATTACKER] = loadUnits(config["attackerUnitsLoose"][attacker->stacksCount() - 1]);
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else if (attacker->formation == EArmyFormation::TIGHT && !config["attackerUnitsTight"].isNull())
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result.units[BattleSide::ATTACKER] = loadUnits(config["attackerUnitsTight"][attacker->stacksCount() - 1]);
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else
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result.units[BattleSide::ATTACKER] = loadUnits(config["attackerUnits"]);
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if (defender->formation == EArmyFormation::LOOSE && !config["defenderUnitsLoose"].isNull())
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result.units[BattleSide::DEFENDER] = loadUnits(config["defenderUnitsLoose"][defender->stacksCount() - 1]);
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else if (defender->formation == EArmyFormation::TIGHT && !config["defenderUnitsTight"].isNull())
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result.units[BattleSide::DEFENDER] = loadUnits(config["defenderUnitsTight"][defender->stacksCount() - 1]);
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else
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result.units[BattleSide::DEFENDER] = loadUnits(config["defenderUnits"]);
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result.obstaclesAllowed = config["obstaclesAllowed"].Bool();
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result.tacticsAllowed = config["tacticsAllowed"].Bool();
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return result;
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}
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VCMI_LIB_NAMESPACE_END
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