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vcmi/lib/modding/ContentTypeHandler.cpp

260 lines
8.0 KiB
C++

/*
* ContentTypeHandler.cpp, 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
*
*/
#include "StdInc.h"
#include "ContentTypeHandler.h"
#include "CModHandler.h"
#include "CModInfo.h"
#include "ModScope.h"
#include "../BattleFieldHandler.h"
#include "../CArtHandler.h"
#include "../CCreatureHandler.h"
#include "../CGeneralTextHandler.h"
#include "../CHeroHandler.h"
#include "../CSkillHandler.h"
#include "../CStopWatch.h"
#include "../CTownHandler.h"
#include "../GameSettings.h"
#include "../IHandlerBase.h"
#include "../Languages.h"
#include "../ObstacleHandler.h"
#include "../RiverHandler.h"
#include "../RoadHandler.h"
#include "../ScriptHandler.h"
#include "../constants/StringConstants.h"
#include "../TerrainHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../rmg/CRmgTemplateStorage.h"
#include "../spells/CSpellHandler.h"
VCMI_LIB_NAMESPACE_BEGIN
ContentTypeHandler::ContentTypeHandler(IHandlerBase * handler, const std::string & objectName):
handler(handler),
objectName(objectName),
originalData(handler->loadLegacyData())
{
for(auto & node : originalData)
{
node.setMeta(ModScope::scopeBuiltin());
}
}
bool ContentTypeHandler::preloadModData(const std::string & modName, const std::vector<std::string> & fileList, bool validate)
{
bool result = false;
JsonNode data = JsonUtils::assembleFromFiles(fileList, result);
data.setMeta(modName);
ModInfo & modInfo = modData[modName];
for(auto entry : data.Struct())
{
size_t colon = entry.first.find(':');
if (colon == std::string::npos)
{
// normal object, local to this mod
std::swap(modInfo.modData[entry.first], entry.second);
}
else
{
std::string remoteName = entry.first.substr(0, colon);
std::string objectName = entry.first.substr(colon + 1);
// patching this mod? Send warning and continue - this situation can be handled normally
if (remoteName == modName)
logMod->warn("Redundant namespace definition for %s", objectName);
logMod->trace("Patching object %s (%s) from %s", objectName, remoteName, modName);
JsonNode & remoteConf = modData[remoteName].patches[objectName];
JsonUtils::merge(remoteConf, entry.second);
}
}
return result;
}
bool ContentTypeHandler::loadMod(const std::string & modName, bool validate)
{
ModInfo & modInfo = modData[modName];
bool result = true;
auto performValidate = [&,this](JsonNode & data, const std::string & name){
handler->beforeValidate(data);
if (validate)
result &= JsonUtils::validate(data, "vcmi:" + objectName, name);
};
// apply patches
if (!modInfo.patches.isNull())
JsonUtils::merge(modInfo.modData, modInfo.patches);
for(auto & entry : modInfo.modData.Struct())
{
const std::string & name = entry.first;
JsonNode & data = entry.second;
if (data.meta != modName)
{
// in this scenario, entire object record comes from another mod
// normally, this is used to "patch" object from another mod (which is legal)
// however in this case there is no object to patch. This might happen in such cases:
// - another mod attempts to add object into this mod (technically can be supported, but might lead to weird edge cases)
// - another mod attempts to edit object from this mod that no longer exist - DANGER since such patch likely has very incomplete data
// so emit warning and skip such case
logMod->warn("Mod %s attempts to edit object %s from mod %s but no such object exist!", data.meta, name, modName);
continue;
}
if (vstd::contains(data.Struct(), "index") && !data["index"].isNull())
{
if (modName != "core")
logMod->warn("Mod %s is attempting to load original data! This should be reserved for built-in mod.", modName);
// try to add H3 object data
size_t index = static_cast<size_t>(data["index"].Float());
if(originalData.size() > index)
{
logMod->trace("found original data in loadMod(%s) at index %d", name, index);
JsonUtils::merge(originalData[index], data);
std::swap(originalData[index], data);
originalData[index].clear(); // do not use same data twice (same ID)
}
else
{
logMod->trace("no original data in loadMod(%s) at index %d", name, index);
}
performValidate(data, name);
handler->loadObject(modName, name, data, index);
}
else
{
// normal new object
logMod->trace("no index in loadMod(%s)", name);
performValidate(data,name);
handler->loadObject(modName, name, data);
}
}
return result;
}
void ContentTypeHandler::loadCustom()
{
handler->loadCustom();
}
void ContentTypeHandler::afterLoadFinalization()
{
handler->afterLoadFinalization();
}
void CContentHandler::init()
{
handlers.insert(std::make_pair("heroClasses", ContentTypeHandler(&VLC->heroh->classes, "heroClass")));
handlers.insert(std::make_pair("artifacts", ContentTypeHandler(VLC->arth, "artifact")));
handlers.insert(std::make_pair("creatures", ContentTypeHandler(VLC->creh, "creature")));
handlers.insert(std::make_pair("factions", ContentTypeHandler(VLC->townh, "faction")));
handlers.insert(std::make_pair("objects", ContentTypeHandler(VLC->objtypeh, "object")));
handlers.insert(std::make_pair("heroes", ContentTypeHandler(VLC->heroh, "hero")));
handlers.insert(std::make_pair("spells", ContentTypeHandler(VLC->spellh, "spell")));
handlers.insert(std::make_pair("skills", ContentTypeHandler(VLC->skillh, "skill")));
handlers.insert(std::make_pair("templates", ContentTypeHandler(VLC->tplh, "template")));
#if SCRIPTING_ENABLED
handlers.insert(std::make_pair("scripts", ContentTypeHandler(VLC->scriptHandler, "script")));
#endif
handlers.insert(std::make_pair("battlefields", ContentTypeHandler(VLC->battlefieldsHandler, "battlefield")));
handlers.insert(std::make_pair("terrains", ContentTypeHandler(VLC->terrainTypeHandler, "terrain")));
handlers.insert(std::make_pair("rivers", ContentTypeHandler(VLC->riverTypeHandler, "river")));
handlers.insert(std::make_pair("roads", ContentTypeHandler(VLC->roadTypeHandler, "road")));
handlers.insert(std::make_pair("obstacles", ContentTypeHandler(VLC->obstacleHandler, "obstacle")));
//TODO: any other types of moddables?
}
bool CContentHandler::preloadModData(const std::string & modName, JsonNode modConfig, bool validate)
{
bool result = true;
for(auto & handler : handlers)
{
result &= handler.second.preloadModData(modName, modConfig[handler.first].convertTo<std::vector<std::string> >(), validate);
}
return result;
}
bool CContentHandler::loadMod(const std::string & modName, bool validate)
{
bool result = true;
for(auto & handler : handlers)
{
result &= handler.second.loadMod(modName, validate);
}
return result;
}
void CContentHandler::loadCustom()
{
for(auto & handler : handlers)
{
handler.second.loadCustom();
}
}
void CContentHandler::afterLoadFinalization()
{
for(auto & handler : handlers)
{
handler.second.afterLoadFinalization();
}
}
void CContentHandler::preloadData(CModInfo & mod)
{
bool validate = (mod.validation != CModInfo::PASSED);
// print message in format [<8-symbols checksum>] <modname>
auto & info = mod.getVerificationInfo();
logMod->info("\t\t[%08x]%s", info.checksum, info.name);
if (validate && mod.identifier != ModScope::scopeBuiltin())
{
if (!JsonUtils::validate(mod.config, "vcmi:mod", mod.identifier))
mod.validation = CModInfo::FAILED;
}
if (!preloadModData(mod.identifier, mod.config, validate))
mod.validation = CModInfo::FAILED;
}
void CContentHandler::load(CModInfo & mod)
{
bool validate = (mod.validation != CModInfo::PASSED);
if (!loadMod(mod.identifier, validate))
mod.validation = CModInfo::FAILED;
if (validate)
{
if (mod.validation != CModInfo::FAILED)
logMod->info("\t\t[DONE] %s", mod.getVerificationInfo().name);
else
logMod->error("\t\t[FAIL] %s", mod.getVerificationInfo().name);
}
else
logMod->info("\t\t[SKIP] %s", mod.getVerificationInfo().name);
}
const ContentTypeHandler & CContentHandler::operator[](const std::string & name) const
{
return handlers.at(name);
}
VCMI_LIB_NAMESPACE_END