1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/lib/mapObjects/CRewardableConstructor.cpp
AlexVinS a85b4cf2a5 * WIP on event condition format
* Hero portrait serialization
* Fix town spells serialization

* Added support for float exponential part in Json
* Added support for int64 in Json
* Added basic Hero definitions serialization
* Added rumors serialization
* Advanced player info serialization.
* Added Disposed heroes serialization, (!) not covered with tests yet
* Added Local event serialization
* Added Pandoras box serialization
* Added Seer hut reward serialization
* Added CQuest serialization
* Added API for map object instance names serialization.
* Added random dwelling options serialization
* Advanced town options serialization
* Advanced hero options serialization
* More map format tests
* A lot of fixes, cleanup and refactoring
2017-05-27 00:23:19 +03:00

205 lines
5.8 KiB
C++

#include "StdInc.h"
#include "CRewardableConstructor.h"
#include "../CRandomGenerator.h"
#include "../StringConstants.h"
#include "../CCreatureHandler.h"
#include "JsonRandom.h"
#include "../IGameCallback.h"
/*
* CRewardableConstructor.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
*
*/
namespace {
MetaString loadMessage(const JsonNode & value)
{
MetaString ret;
if (value.isNumber())
ret.addTxt(MetaString::ADVOB_TXT, value.Float());
else
ret << value.String();
return ret;
}
bool testForKey(const JsonNode & value, const std::string & key)
{
for( auto & reward : value["rewards"].Vector() )
{
if (!reward[key].isNull())
return true;
}
return false;
}
}
void CRandomRewardObjectInfo::init(const JsonNode & objectConfig)
{
parameters = objectConfig;
}
void CRandomRewardObjectInfo::configureObject(CRewardableObject * object, CRandomGenerator & rng) const
{
std::map<si32, si32> thrownDice;
for (const JsonNode & reward : parameters["rewards"].Vector())
{
if (!reward["appearChance"].isNull())
{
JsonNode chance = reward["appearChance"];
si32 diceID = chance["dice"].Float();
if (thrownDice.count(diceID) == 0)
thrownDice[diceID] = rng.getIntRange(1, 100)();
if (!chance["min"].isNull())
{
int min = chance["min"].Float();
if (min > thrownDice[diceID])
continue;
}
if (!chance["max"].isNull())
{
int max = chance["max"].Float();
if (max < thrownDice[diceID])
continue;
}
}
const JsonNode & limiter = reward["limiter"];
CVisitInfo info;
// load limiter
info.limiter.numOfGrants = JsonRandom::loadValue(limiter["numOfGrants"], rng);
info.limiter.dayOfWeek = JsonRandom::loadValue(limiter["dayOfWeek"], rng);
info.limiter.minLevel = JsonRandom::loadValue(limiter["minLevel"], rng);
info.limiter.resources = JsonRandom::loadResources(limiter["resources"], rng);
info.limiter.primary = JsonRandom::loadPrimary(limiter["primary"], rng);
info.limiter.secondary = JsonRandom::loadSecondary(limiter["secondary"], rng);
info.limiter.artifacts = JsonRandom::loadArtifacts(limiter["artifacts"], rng);
info.limiter.creatures = JsonRandom::loadCreatures(limiter["creatures"], rng);
info.reward.resources = JsonRandom::loadResources(reward["resources"], rng);
info.reward.gainedExp = JsonRandom::loadValue(reward["gainedExp"], rng);
info.reward.gainedLevels = JsonRandom::loadValue(reward["gainedLevels"], rng);
info.reward.manaDiff = JsonRandom::loadValue(reward["manaPoints"], rng);
info.reward.manaPercentage = JsonRandom::loadValue(reward["manaPercentage"], rng, -1);
info.reward.movePoints = JsonRandom::loadValue(reward["movePoints"], rng);
info.reward.movePercentage = JsonRandom::loadValue(reward["movePercentage"], rng, -1);
//FIXME: compile this line on Visual
//info.reward.bonuses = JsonRandom::loadBonuses(reward["bonuses"]);
info.reward.primary = JsonRandom::loadPrimary(reward["primary"], rng);
info.reward.secondary = JsonRandom::loadSecondary(reward["secondary"], rng);
std::vector<SpellID> spells;
for (size_t i=0; i<6; i++)
IObjectInterface::cb->getAllowedSpells(spells, i);
info.reward.artifacts = JsonRandom::loadArtifacts(reward["artifacts"], rng);
info.reward.spells = JsonRandom::loadSpells(reward["spells"], rng, spells);
info.reward.creatures = JsonRandom::loadCreatures(reward["creatures"], rng);
info.message = loadMessage(reward["message"]);
info.selectChance = JsonRandom::loadValue(reward["selectChance"], rng);
}
object->onSelect = loadMessage(parameters["onSelectMessage"]);
object->onVisited = loadMessage(parameters["onVisitedMessage"]);
object->onEmpty = loadMessage(parameters["onEmptyMessage"]);
//TODO: visitMode and selectMode
object->soundID = parameters["soundID"].Float();
object->resetDuration = parameters["resetDuration"].Float();
object->canRefuse =parameters["canRefuse"].Bool();
}
bool CRandomRewardObjectInfo::givesResources() const
{
return testForKey(parameters, "resources");
}
bool CRandomRewardObjectInfo::givesExperience() const
{
return testForKey(parameters, "gainedExp") || testForKey(parameters, "gainedLevels");
}
bool CRandomRewardObjectInfo::givesMana() const
{
return testForKey(parameters, "manaPoints") || testForKey(parameters, "manaPercentage");
}
bool CRandomRewardObjectInfo::givesMovement() const
{
return testForKey(parameters, "movePoints") || testForKey(parameters, "movePercentage");
}
bool CRandomRewardObjectInfo::givesPrimarySkills() const
{
return testForKey(parameters, "primary");
}
bool CRandomRewardObjectInfo::givesSecondarySkills() const
{
return testForKey(parameters, "secondary");
}
bool CRandomRewardObjectInfo::givesArtifacts() const
{
return testForKey(parameters, "artifacts");
}
bool CRandomRewardObjectInfo::givesCreatures() const
{
return testForKey(parameters, "spells");
}
bool CRandomRewardObjectInfo::givesSpells() const
{
return testForKey(parameters, "creatures");
}
bool CRandomRewardObjectInfo::givesBonuses() const
{
return testForKey(parameters, "bonuses");
}
CRewardableConstructor::CRewardableConstructor()
{
}
void CRewardableConstructor::initTypeData(const JsonNode & config)
{
AObjectTypeHandler::init(config);
objectInfo.init(config);
}
CGObjectInstance * CRewardableConstructor::create(const ObjectTemplate & tmpl) const
{
auto ret = new CRewardableObject();
preInitObject(ret);
ret->appearance = tmpl;
return ret;
}
void CRewardableConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
{
objectInfo.configureObject(dynamic_cast<CRewardableObject*>(object), rng);
}
std::unique_ptr<IObjectInfo> CRewardableConstructor::getObjectInfo(const ObjectTemplate & tmpl) const
{
return std::unique_ptr<IObjectInfo>(new CRandomRewardObjectInfo(objectInfo));
}