1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-22 22:13:35 +02:00
vcmi/lib/CModHandler.h
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00

353 lines
10 KiB
C++

/*
* CModHandler.h, 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
*
*/
#pragma once
#include "filesystem/Filesystem.h"
#include "VCMI_Lib.h"
#include "JsonNode.h"
class CModHandler;
class CModIndentifier;
class CModInfo;
class JsonNode;
class IHandlerBase;
/// class that stores all object identifiers strings and maps them to numeric ID's
/// if possible, objects ID's should be in format <type>.<name>, camelCase e.g. "creature.grandElf"
class CIdentifierStorage
{
enum ELoadingState
{
LOADING,
FINALIZING,
FINISHED
};
struct ObjectCallback // entry created on ID request
{
std::string localScope; /// scope from which this ID was requested
std::string remoteScope; /// scope in which this object must be found
std::string type; /// type, e.g. creature, faction, hero, etc
std::string name; /// string ID
std::function<void(si32)> callback;
bool optional;
ObjectCallback(std::string localScope, std::string remoteScope,
std::string type, std::string name,
const std::function<void(si32)> & callback,
bool optional);
};
struct ObjectData // entry created on ID registration
{
si32 id;
std::string scope; /// scope in which this ID located
bool operator==(const ObjectData & other) const
{
return id == other.id && scope == other.scope;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id;
h & scope;
}
};
std::multimap<std::string, ObjectData> registeredObjects;
std::vector<ObjectCallback> scheduledRequests;
ELoadingState state;
/// Check if identifier can be valid (camelCase, point as separator)
void checkIdentifier(std::string & ID);
void requestIdentifier(ObjectCallback callback);
bool resolveIdentifier(const ObjectCallback & callback);
std::vector<ObjectData> getPossibleIdentifiers(const ObjectCallback & callback);
public:
CIdentifierStorage();
virtual ~CIdentifierStorage();
/// request identifier for specific object name.
/// Function callback will be called during ID resolution phase of loading
void requestIdentifier(std::string scope, std::string type, std::string name, const std::function<void(si32)> & callback);
///fullName = [remoteScope:]type.name
void requestIdentifier(std::string scope, std::string fullName, const std::function<void(si32)> & callback);
void requestIdentifier(std::string type, const JsonNode & name, const std::function<void(si32)> & callback);
void requestIdentifier(const JsonNode & name, const std::function<void(si32)> & callback);
/// try to request ID. If ID with such name won't be loaded, callback function will not be called
void tryRequestIdentifier(std::string scope, std::string type, std::string name, const std::function<void(si32)> & callback);
void tryRequestIdentifier(std::string type, const JsonNode & name, const std::function<void(si32)> & callback);
/// get identifier immediately. If identifier is not know and not silent call will result in error message
boost::optional<si32> getIdentifier(std::string scope, std::string type, std::string name, bool silent = false);
boost::optional<si32> getIdentifier(std::string type, const JsonNode & name, bool silent = false);
boost::optional<si32> getIdentifier(const JsonNode & name, bool silent = false);
boost::optional<si32> getIdentifier(std::string scope, std::string fullName, bool silent = false);
/// registers new object
void registerObject(std::string scope, std::string type, std::string name, si32 identifier);
/// called at the very end of loading to check for any missing ID's
void finalize();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & registeredObjects;
h & state;
}
};
/// internal type to handle loading of one data type (e.g. artifacts, creatures)
class DLL_LINKAGE ContentTypeHandler
{
public:
struct ModInfo
{
/// mod data from this mod and for this mod
JsonNode modData;
/// mod data for this mod from other mods (patches)
JsonNode patches;
};
/// handler to which all data will be loaded
IHandlerBase * handler;
std::string objectName;
/// contains all loaded H3 data
std::vector<JsonNode> originalData;
std::map<std::string, ModInfo> modData;
ContentTypeHandler(IHandlerBase * handler, std::string objectName);
/// local version of methods in ContentHandler
/// returns true if loading was successful
bool preloadModData(std::string modName, std::vector<std::string> fileList, bool validate);
bool loadMod(std::string modName, bool validate);
void loadCustom();
void afterLoadFinalization();
};
/// class used to load all game data into handlers. Used only during loading
class DLL_LINKAGE CContentHandler
{
/// preloads all data from fileList as data from modName.
bool preloadModData(std::string modName, JsonNode modConfig, bool validate);
/// actually loads data in mod
bool loadMod(std::string modName, bool validate);
std::map<std::string, ContentTypeHandler> handlers;
public:
CContentHandler();
void init();
/// preloads all data from fileList as data from modName.
void preloadData(CModInfo & mod);
/// actually loads data in mod
void load(CModInfo & mod);
void loadCustom();
/// all data was loaded, time for final validation / integration
void afterLoadFinalization();
const ContentTypeHandler & operator[] (const std::string & name) const;
};
typedef std::string TModID;
class DLL_LINKAGE CModInfo
{
public:
enum EValidationStatus
{
PENDING,
FAILED,
PASSED
};
/// identifier, identical to name of folder with mod
std::string identifier;
/// human-readable strings
std::string name;
std::string description;
/// list of mods that should be loaded before this one
std::set <TModID> dependencies;
/// list of mods that can't be used in the same time as this one
std::set <TModID> conflicts;
/// CRC-32 checksum of the mod
ui32 checksum;
/// true if mod is enabled
bool enabled;
EValidationStatus validation;
JsonNode config;
CModInfo();
CModInfo(std::string identifier, const JsonNode & local, const JsonNode & config);
JsonNode saveLocalData() const;
void updateChecksum(ui32 newChecksum);
static std::string getModDir(std::string name);
static std::string getModFile(std::string name);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & identifier;
h & description;
h & name;
h & dependencies;
h & conflicts;
h & config;
h & checksum;
h & validation;
h & enabled;
}
private:
void loadLocalData(const JsonNode & data);
};
class DLL_LINKAGE CModHandler
{
std::map <TModID, CModInfo> allMods;
std::vector <TModID> activeMods;//active mods, in order in which they were loaded
CModInfo coreMod;
void loadConfigFromFile(std::string name);
bool hasCircularDependency(TModID mod, std::set <TModID> currentList = std::set <TModID>()) const;
//returns false if mod list is incorrect and prints error to console. Possible errors are:
// - missing dependency mod
// - conflicting mod in load order
// - circular dependencies
bool checkDependencies(const std::vector <TModID> & input) const;
// returns load order in which all dependencies are resolved, e.g. loaded after required mods
// function assumes that input list is valid (checkDependencies returned true)
std::vector <TModID> resolveDependencies(std::vector<TModID> input) const;
std::vector<std::string> getModList(std::string path);
void loadMods(std::string path, std::string parent, const JsonNode & modSettings, bool enableMods);
void loadOneMod(std::string modName, std::string parent, const JsonNode & modSettings, bool enableMods);
public:
CIdentifierStorage identifiers;
CContentHandler content; //(!)Do not serialize
/// receives list of available mods and trying to load mod.json from all of them
void initializeConfig();
void loadMods(bool onlyEssential = false);
void loadModFilesystems();
CModInfo & getModData(TModID modId);
/// returns list of all (active) mods
std::vector<std::string> getAllMods();
std::vector<std::string> getActiveMods();
/// load content from all available mods
void load();
void afterLoad(bool onlyEssential);
struct DLL_LINKAGE hardcodedFeatures
{
JsonNode data;
int CREEP_SIZE; // neutral stacks won't grow beyond this number
int WEEKLY_GROWTH; //percent
int NEUTRAL_STACK_EXP;
int MAX_BUILDING_PER_TURN;
bool DWELLINGS_ACCUMULATE_CREATURES;
bool ALL_CREATURES_GET_DOUBLE_MONTHS;
int MAX_HEROES_AVAILABLE_PER_PLAYER;
int MAX_HEROES_ON_MAP_PER_PLAYER;
bool WINNING_HERO_WITH_NO_TROOPS_RETREATS;
bool BLACK_MARKET_MONTHLY_ARTIFACTS_CHANGE;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & data;
h & CREEP_SIZE;
h & WEEKLY_GROWTH;
h & NEUTRAL_STACK_EXP;
h & MAX_BUILDING_PER_TURN;
h & DWELLINGS_ACCUMULATE_CREATURES;
h & ALL_CREATURES_GET_DOUBLE_MONTHS;
h & MAX_HEROES_AVAILABLE_PER_PLAYER;
h & MAX_HEROES_ON_MAP_PER_PLAYER;
if(version >= 756)
{
h & WINNING_HERO_WITH_NO_TROOPS_RETREATS;
}
else if(!h.saving)
{
WINNING_HERO_WITH_NO_TROOPS_RETREATS = true;
}
if(version >= 776)
{
h & BLACK_MARKET_MONTHLY_ARTIFACTS_CHANGE;
}
else if(!h.saving)
{
BLACK_MARKET_MONTHLY_ARTIFACTS_CHANGE = true;
}
}
} settings;
struct DLL_LINKAGE gameModules
{
bool STACK_EXP;
bool STACK_ARTIFACT;
bool COMMANDERS;
bool MITHRIL;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & STACK_EXP;
h & STACK_ARTIFACT;
h & COMMANDERS;
h & MITHRIL;
}
} modules;
CModHandler();
virtual ~CModHandler();
static std::string normalizeIdentifier(const std::string & scope, const std::string & remoteScope, const std::string & identifier);
static void parseIdentifier(const std::string & fullIdentifier, std::string & scope, std::string & type, std::string & identifier);
static std::string makeFullIdentifier(const std::string & scope, const std::string & type, const std::string & identifier);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & allMods;
h & activeMods;
h & settings;
h & modules;
h & identifiers;
}
};