mirror of
https://github.com/vcmi/vcmi.git
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20d5b33ea6
marketModes are now generated in runtime and are not a member of IMarket. Was not a bad change, but towns load buildings before town type is randomized, leading to case where market modes are not actually known when building is added to town (like random towns with market built) Since altar requires CArtifactSet for work, IMarket will now always contain it, but it will only be accessible if market supports altar mode.
277 lines
7.3 KiB
C++
277 lines
7.3 KiB
C++
/*
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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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#include "StdInc.h"
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#include "CommonConstructors.h"
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#include "../texts/CGeneralTextHandler.h"
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#include "../CHeroHandler.h"
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#include "../IGameCallback.h"
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#include "../json/JsonRandom.h"
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#include "../constants/StringConstants.h"
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#include "../TerrainHandler.h"
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#include "../VCMI_Lib.h"
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#include "../entities/faction/CTownHandler.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../mapObjects/CGMarket.h"
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#include "../mapObjects/CGTownInstance.h"
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#include "../mapObjects/MiscObjects.h"
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#include "../mapObjects/ObjectTemplate.h"
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#include "../modding/IdentifierStorage.h"
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#include "../mapping/CMapDefines.h"
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VCMI_LIB_NAMESPACE_BEGIN
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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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bool CreatureInstanceConstructor::hasNameTextID() const
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{
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return true;
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}
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std::string CreatureInstanceConstructor::getNameTextID() const
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{
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return VLC->creatures()->getByIndex(getSubIndex())->getNamePluralTextID();
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}
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bool ResourceInstanceConstructor::hasNameTextID() const
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{
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return true;
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}
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std::string ResourceInstanceConstructor::getNameTextID() const
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{
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return TextIdentifier("core", "restypes", getSubIndex()).get();
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}
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void CTownInstanceConstructor::initTypeData(const JsonNode & input)
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{
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VLC->identifiers()->requestIdentifier("faction", input["faction"], [&](si32 index)
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{
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faction = (*VLC->townh)[index];
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});
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filtersJson = input["filters"];
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// change scope of "filters" to scope of object that is being loaded
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// since this filters require to resolve building ID's
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filtersJson.setModScope(input["faction"].getModScope());
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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(const 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->identifiers()->getIdentifier("building." + faction->getJsonKey(), node.Vector()[0]).value_or(-1));
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});
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}
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}
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bool CTownInstanceConstructor::objectFilter(const CGObjectInstance * object, std::shared_ptr<const ObjectTemplate> templ) const
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{
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const 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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return filters.count(templ->stringID) != 0 && filters.at(templ->stringID).test(buildTest);
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}
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void CTownInstanceConstructor::initializeObject(CGTownInstance * obj) const
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{
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obj->town = faction->town;
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obj->tempOwner = PlayerColor::NEUTRAL;
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}
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void CTownInstanceConstructor::randomizeObject(CGTownInstance * object, vstd::RNG & rng) const
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{
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auto templ = getOverride(object->cb->getTile(object->pos)->terType->getId(), object);
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if(templ)
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object->appearance = templ;
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}
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bool CTownInstanceConstructor::hasNameTextID() const
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{
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return true;
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}
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std::string CTownInstanceConstructor::getNameTextID() const
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{
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return faction->getNameTextID();
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}
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void CHeroInstanceConstructor::initTypeData(const JsonNode & input)
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{
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VLC->identifiers()->requestIdentifier(
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"heroClass",
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input["heroClass"],
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[&](si32 index) { heroClass = HeroClassID(index).toHeroClass(); });
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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(const auto & entry : filtersJson.Struct())
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{
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filters[entry.first] = LogicalExpression<HeroTypeID>(entry.second, [](const JsonNode & node)
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{
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return HeroTypeID(VLC->identifiers()->getIdentifier("hero", node.Vector()[0]).value_or(-1));
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});
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}
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}
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bool CHeroInstanceConstructor::objectFilter(const CGObjectInstance * object, std::shared_ptr<const ObjectTemplate> templ) const
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{
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const 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->getId() == 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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void CHeroInstanceConstructor::initializeObject(CGHeroInstance * obj) const
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{
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obj->type = nullptr; //FIXME: set to valid value. somehow.
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}
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void CHeroInstanceConstructor::randomizeObject(CGHeroInstance * object, vstd::RNG & rng) const
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{
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}
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bool CHeroInstanceConstructor::hasNameTextID() const
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{
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return true;
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}
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std::string CHeroInstanceConstructor::getNameTextID() const
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{
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return heroClass->getNameTextID();
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}
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void BoatInstanceConstructor::initTypeData(const JsonNode & input)
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{
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layer = EPathfindingLayer::SAIL;
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int pos = vstd::find_pos(NPathfindingLayer::names, input["layer"].String());
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if(pos != -1)
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layer = EPathfindingLayer(pos);
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else
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logMod->error("Unknown layer %s found in boat!", input["layer"].String());
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onboardAssaultAllowed = input["onboardAssaultAllowed"].Bool();
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onboardVisitAllowed = input["onboardVisitAllowed"].Bool();
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actualAnimation = AnimationPath::fromJson(input["actualAnimation"]);
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overlayAnimation = AnimationPath::fromJson(input["overlayAnimation"]);
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for(int i = 0; i < flagAnimations.size() && i < input["flagAnimations"].Vector().size(); ++i)
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flagAnimations[i] = AnimationPath::fromJson(input["flagAnimations"].Vector()[i]);
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bonuses = JsonRandom::loadBonuses(input["bonuses"]);
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}
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void BoatInstanceConstructor::initializeObject(CGBoat * boat) const
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{
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boat->layer = layer;
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boat->actualAnimation = actualAnimation;
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boat->overlayAnimation = overlayAnimation;
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boat->flagAnimations = flagAnimations;
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boat->onboardAssaultAllowed = onboardAssaultAllowed;
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boat->onboardVisitAllowed = onboardVisitAllowed;
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for(auto & b : bonuses)
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boat->addNewBonus(std::make_shared<Bonus>(b));
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}
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AnimationPath BoatInstanceConstructor::getBoatAnimationName() const
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{
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return actualAnimation;
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}
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void MarketInstanceConstructor::initTypeData(const JsonNode & input)
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{
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for(auto & element : input["modes"].Vector())
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{
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if(MappedKeys::MARKET_NAMES_TO_TYPES.count(element.String()))
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marketModes.insert(MappedKeys::MARKET_NAMES_TO_TYPES.at(element.String()));
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}
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marketEfficiency = input["efficiency"].isNull() ? 5 : input["efficiency"].Integer();
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predefinedOffer = input["offer"];
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title = input["title"].String();
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speech = input["speech"].String();
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}
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CGMarket * MarketInstanceConstructor::createObject(IGameCallback * cb) const
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{
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if(marketModes.size() == 1)
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{
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switch(*marketModes.begin())
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{
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case EMarketMode::ARTIFACT_RESOURCE:
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case EMarketMode::RESOURCE_ARTIFACT:
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return new CGBlackMarket(cb);
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case EMarketMode::RESOURCE_SKILL:
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return new CGUniversity(cb);
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}
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}
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return new CGMarket(cb);
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}
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void MarketInstanceConstructor::initializeObject(CGMarket * market) const
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{
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market->marketEfficiency = marketEfficiency;
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if(auto university = dynamic_cast<CGUniversity*>(market))
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{
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university->title = market->getObjectName();
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if(!title.empty())
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university->title = VLC->generaltexth->translate(title);
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if(!speech.empty())
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university->speech = VLC->generaltexth->translate(speech);
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}
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}
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const std::set<EMarketMode> & MarketInstanceConstructor::availableModes() const
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{
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return marketModes;
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}
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void MarketInstanceConstructor::randomizeObject(CGMarket * object, vstd::RNG & rng) const
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{
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JsonRandom randomizer(object->cb);
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JsonRandom::Variables emptyVariables;
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if(auto * university = dynamic_cast<CGUniversity *>(object))
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{
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for(auto skill : randomizer.loadSecondaries(predefinedOffer, rng, emptyVariables))
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university->skills.push_back(skill.first);
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}
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}
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VCMI_LIB_NAMESPACE_END
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