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455 lines
11 KiB
C++
455 lines
11 KiB
C++
#include "StdInc.h"
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#include "CommonConstructors.h"
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#include "CGTownInstance.h"
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#include "CGHeroInstance.h"
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#include "CBank.h"
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#include "../mapping/CMap.h"
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#include "../CHeroHandler.h"
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#include "../CCreatureHandler.h"
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#include "JsonRandom.h"
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#include "../CModHandler.h"
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#include "../IGameCallback.h"
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/*
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* CommonConstructors.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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CObstacleConstructor::CObstacleConstructor()
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{
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}
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bool CObstacleConstructor::isStaticObject()
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{
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return true;
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}
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CTownInstanceConstructor::CTownInstanceConstructor():
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faction(nullptr)
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{
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}
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void CTownInstanceConstructor::initTypeData(const JsonNode & input)
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{
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VLC->modh->identifiers.requestIdentifier("faction", input["faction"], [&](si32 index)
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{
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faction = VLC->townh->factions[index];
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});
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filtersJson = input["filters"];
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}
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void CTownInstanceConstructor::afterLoadFinalization()
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{
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assert(faction);
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for (auto entry : filtersJson.Struct())
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{
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filters[entry.first] = LogicalExpression<BuildingID>(entry.second, [this](const JsonNode & node)
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{
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return BuildingID(VLC->modh->identifiers.getIdentifier("building." + faction->identifier, node.Vector()[0]).get());
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});
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}
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}
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bool CTownInstanceConstructor::objectFilter(const CGObjectInstance * object, const ObjectTemplate & templ) const
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{
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auto town = dynamic_cast<const CGTownInstance *>(object);
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auto buildTest = [&](const BuildingID & id)
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{
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return town->hasBuilt(id);
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};
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if (filters.count(templ.stringID))
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return filters.at(templ.stringID).test(buildTest);
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return false;
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}
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CGObjectInstance * CTownInstanceConstructor::create(ObjectTemplate tmpl) const
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{
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CGTownInstance * obj = createTyped(tmpl);
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obj->town = faction->town;
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obj->tempOwner = PlayerColor::NEUTRAL;
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return obj;
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}
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void CTownInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
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{
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auto templ = getOverride(object->cb->getTile(object->pos)->terType, object);
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if (templ)
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object->appearance = templ.get();
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}
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CHeroInstanceConstructor::CHeroInstanceConstructor()
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{
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}
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void CHeroInstanceConstructor::initTypeData(const JsonNode & input)
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{
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VLC->modh->identifiers.requestIdentifier("heroClass", input["heroClass"],
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[&](si32 index) { heroClass = VLC->heroh->classes.heroClasses[index]; });
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filtersJson = input["filters"];
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}
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void CHeroInstanceConstructor::afterLoadFinalization()
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{
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for (auto entry : filtersJson.Struct())
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{
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filters[entry.first] = LogicalExpression<HeroTypeID>(entry.second, [this](const JsonNode & node)
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{
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return HeroTypeID(VLC->modh->identifiers.getIdentifier("hero", node.Vector()[0]).get());
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});
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}
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}
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bool CHeroInstanceConstructor::objectFilter(const CGObjectInstance * object, const ObjectTemplate & templ) const
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{
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auto hero = dynamic_cast<const CGHeroInstance *>(object);
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auto heroTest = [&](const HeroTypeID & id)
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{
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return hero->type->ID == id;
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};
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if (filters.count(templ.stringID))
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{
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return filters.at(templ.stringID).test(heroTest);
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}
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return false;
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}
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CGObjectInstance * CHeroInstanceConstructor::create(ObjectTemplate tmpl) const
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{
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CGHeroInstance * obj = createTyped(tmpl);
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obj->type = nullptr; //FIXME: set to valid value. somehow.
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return obj;
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}
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void CHeroInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
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{
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}
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CDwellingInstanceConstructor::CDwellingInstanceConstructor()
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{
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}
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void CDwellingInstanceConstructor::initTypeData(const JsonNode & input)
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{
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const JsonVector & levels = input["creatures"].Vector();
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availableCreatures.resize(levels.size());
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for (size_t i=0; i<levels.size(); i++)
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{
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const JsonVector & creatures = levels[i].Vector();
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availableCreatures[i].resize(creatures.size());
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for (size_t j=0; j<creatures.size(); j++)
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{
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VLC->modh->identifiers.requestIdentifier("creature", creatures[j], [=] (si32 index)
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{
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availableCreatures[i][j] = VLC->creh->creatures[index];
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});
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}
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assert(!availableCreatures[i].empty());
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}
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guards = input["guards"];
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}
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bool CDwellingInstanceConstructor::objectFilter(const CGObjectInstance *, const ObjectTemplate &) const
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{
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return false;
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}
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CGObjectInstance * CDwellingInstanceConstructor::create(ObjectTemplate tmpl) const
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{
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CGDwelling * obj = createTyped(tmpl);
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obj->creatures.resize(availableCreatures.size());
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for (auto & entry : availableCreatures)
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{
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for (const CCreature * cre : entry)
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obj->creatures.back().second.push_back(cre->idNumber);
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}
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return obj;
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}
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void CDwellingInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator &rng) const
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{
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CGDwelling * dwelling = dynamic_cast<CGDwelling*>(object);
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dwelling->creatures.clear();
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dwelling->creatures.reserve(availableCreatures.size());
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for (auto & entry : availableCreatures)
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{
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dwelling->creatures.resize(dwelling->creatures.size() + 1);
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for (const CCreature * cre : entry)
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dwelling->creatures.back().second.push_back(cre->idNumber);
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}
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bool guarded = false; //TODO: serialize for sanity
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if (guards.getType() == JsonNode::DATA_BOOL) //simple switch
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{
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if (guards.Bool())
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{
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guarded = true;
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}
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}
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else if (guards.getType() == JsonNode::DATA_VECTOR) //custom guards (eg. Elemental Conflux)
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{
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for (auto & stack : JsonRandom::loadCreatures(guards, rng))
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{
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dwelling->putStack(SlotID(dwelling->stacksCount()), new CStackInstance(stack.type->idNumber, stack.count));
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}
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}
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else //default condition - creatures are of level 5 or higher
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{
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for (auto creatureEntry : availableCreatures)
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{
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if (creatureEntry.at(0)->level >= 5)
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{
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guarded = true;
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break;
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}
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}
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}
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if (guarded)
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{
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for (auto creatureEntry : availableCreatures)
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{
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const CCreature * crea = creatureEntry.at(0);
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dwelling->putStack (SlotID(dwelling->stacksCount()), new CStackInstance(crea->idNumber, crea->growth * 3));
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}
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}
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}
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bool CDwellingInstanceConstructor::producesCreature(const CCreature * crea) const
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{
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for (auto & entry : availableCreatures)
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{
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for (const CCreature * cre : entry)
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if (crea == cre)
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return true;
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}
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return false;
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}
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std::vector<const CCreature *> CDwellingInstanceConstructor::getProducedCreatures() const
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{
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std::vector<const CCreature *> creatures; //no idea why it's 2D, to be honest
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for (auto & entry : availableCreatures)
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{
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for (const CCreature * cre : entry)
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creatures.push_back(cre);
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}
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return creatures;
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}
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CBankInstanceConstructor::CBankInstanceConstructor()
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{
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}
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void CBankInstanceConstructor::initTypeData(const JsonNode & input)
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{
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//TODO: name = input["name"].String();
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levels = input["levels"].Vector();
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bankResetDuration = input["resetDuration"].Float();
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}
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CGObjectInstance *CBankInstanceConstructor::create(ObjectTemplate tmpl) const
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{
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return createTyped(tmpl);
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}
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BankConfig CBankInstanceConstructor::generateConfig(const JsonNode & level, CRandomGenerator & rng) const
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{
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BankConfig bc;
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bc.chance = level["chance"].Float();
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bc.guards = JsonRandom::loadCreatures(level["guards"], rng);
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bc.upgradeChance = level["upgrade_chance"].Float();
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bc.combatValue = level["combat_value"].Float();
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std::vector<SpellID> spells;
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for (size_t i=0; i<6; i++)
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IObjectInterface::cb->getAllowedSpells(spells, i);
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bc.resources = Res::ResourceSet(level["reward"]["resources"]);
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bc.creatures = JsonRandom::loadCreatures(level["reward"]["creatures"], rng);
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bc.artifacts = JsonRandom::loadArtifacts(level["reward"]["artifacts"], rng);
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bc.spells = JsonRandom::loadSpells(level["reward"]["spells"], rng, spells);
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bc.value = level["value"].Float();
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return bc;
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}
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void CBankInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
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{
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//logGlobal->debugStream() << "Seed used to configure bank is " << rng.nextInt();
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auto bank = dynamic_cast<CBank*>(object);
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bank->resetDuration = bankResetDuration;
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si32 totalChance = 0;
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for (auto & node : levels)
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totalChance += node["chance"].Float();
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assert(totalChance != 0);
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si32 selectedChance = rng.nextInt(totalChance - 1);
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//logGlobal->debugStream() << "Selected chance for bank config is " << selectedChance;
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int cumulativeChance = 0;
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for (auto & node : levels)
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{
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cumulativeChance += node["chance"].Float();
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if (selectedChance < cumulativeChance)
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{
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bank->setConfig(generateConfig(node, rng));
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break;
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}
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}
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}
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CBankInfo::CBankInfo(const JsonVector & Config):
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config(Config)
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{
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assert(!Config.empty());
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}
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static void addStackToArmy(IObjectInfo::CArmyStructure & army, const CCreature * crea, si32 amount)
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{
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army.totalStrength += crea->fightValue * amount;
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bool walker = true;
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if (crea->hasBonusOfType(Bonus::SHOOTER))
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{
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army.shootersStrength += crea->fightValue * amount;
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walker = false;
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}
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if (crea->hasBonusOfType(Bonus::FLYING))
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{
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army.flyersStrength += crea->fightValue * amount;
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walker = false;
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}
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if (walker)
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army.walkersStrength += crea->fightValue * amount;
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}
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IObjectInfo::CArmyStructure CBankInfo::minGuards() const
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{
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std::vector<IObjectInfo::CArmyStructure> armies;
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for (auto configEntry : config)
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{
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auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
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IObjectInfo::CArmyStructure army;
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for (auto & stack : stacks)
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{
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assert(!stack.allowedCreatures.empty());
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auto weakest = boost::range::min_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
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{
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return a->fightValue < b->fightValue;
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});
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addStackToArmy(army, *weakest, stack.minAmount);
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}
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armies.push_back(army);
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}
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return *boost::range::min_element(armies);
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}
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IObjectInfo::CArmyStructure CBankInfo::maxGuards() const
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{
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std::vector<IObjectInfo::CArmyStructure> armies;
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for (auto configEntry : config)
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{
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auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
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IObjectInfo::CArmyStructure army;
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for (auto & stack : stacks)
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{
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assert(!stack.allowedCreatures.empty());
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auto strongest = boost::range::max_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
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{
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return a->fightValue < b->fightValue;
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});
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addStackToArmy(army, *strongest, stack.maxAmount);
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}
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armies.push_back(army);
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}
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return *boost::range::max_element(armies);
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}
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TPossibleGuards CBankInfo::getPossibleGuards() const
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{
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TPossibleGuards out;
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for (const JsonNode & configEntry : config)
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{
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const JsonNode & guardsInfo = configEntry["guards"];
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auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
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IObjectInfo::CArmyStructure army;
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for (auto stack : stacks)
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{
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army.totalStrength += stack.allowedCreatures.front()->AIValue * (stack.minAmount + stack.maxAmount) / 2;
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//TODO: add fields for flyers, walkers etc...
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}
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ui8 chance = configEntry["chance"].Float();
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out.push_back(std::make_pair(chance, army));
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}
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return out;
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}
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bool CBankInfo::givesResources() const
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{
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for (const JsonNode & node : config)
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if (!node["reward"]["resources"].isNull())
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return true;
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return false;
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}
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bool CBankInfo::givesArtifacts() const
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{
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for (const JsonNode & node : config)
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if (!node["reward"]["artifacts"].isNull())
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return true;
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return false;
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}
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bool CBankInfo::givesCreatures() const
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{
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for (const JsonNode & node : config)
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if (!node["reward"]["creatures"].isNull())
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return true;
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return false;
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}
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bool CBankInfo::givesSpells() const
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{
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for (const JsonNode & node : config)
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if (!node["reward"]["spells"].isNull())
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return true;
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return false;
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}
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std::unique_ptr<IObjectInfo> CBankInstanceConstructor::getObjectInfo(ObjectTemplate tmpl) const
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{
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return std::unique_ptr<IObjectInfo>(new CBankInfo(levels));
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}
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