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vcmi/lib/CHeroHandler.cpp
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00

1044 lines
32 KiB
C++

/*
* CHeroHandler.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 "CHeroHandler.h"
#include "CGeneralTextHandler.h"
#include "filesystem/Filesystem.h"
#include "VCMI_Lib.h"
#include "JsonNode.h"
#include "StringConstants.h"
#include "battle/BattleHex.h"
#include "CCreatureHandler.h"
#include "CModHandler.h"
#include "CTownHandler.h"
#include "mapObjects/CObjectHandler.h" //for hero specialty
#include "CSkillHandler.h"
#include <math.h>
#include "mapObjects/CObjectClassesHandler.h"
CHero::CHero() = default;
CHero::~CHero() = default;
int32_t CHero::getIndex() const
{
return ID.getNum();
}
int32_t CHero::getIconIndex() const
{
return imageIndex;
}
const std::string & CHero::getName() const
{
return name;
}
const std::string & CHero::getJsonKey() const
{
return identifier;
}
HeroTypeID CHero::getId() const
{
return ID;
}
void CHero::registerIcons(const IconRegistar & cb) const
{
cb(getIconIndex(), "UN32", iconSpecSmall);
cb(getIconIndex(), "UN44", iconSpecLarge);
cb(getIconIndex(), "PORTRAITSLARGE", portraitLarge);
cb(getIconIndex(), "PORTRAITSSMALL", portraitSmall);
}
void CHero::updateFrom(const JsonNode & data)
{
//todo: CHero::updateFrom
}
void CHero::serializeJson(JsonSerializeFormat & handler)
{
}
SecondarySkill CHeroClass::chooseSecSkill(const std::set<SecondarySkill> & possibles, CRandomGenerator & rand) const //picks secondary skill out from given possibilities
{
int totalProb = 0;
for(auto & possible : possibles)
{
totalProb += secSkillProbability[possible];
}
if (totalProb != 0) // may trigger if set contains only banned skills (0 probability)
{
auto ran = rand.nextInt(totalProb - 1);
for(auto & possible : possibles)
{
ran -= secSkillProbability[possible];
if(ran < 0)
{
return possible;
}
}
}
// FIXME: select randomly? How H3 handles such rare situation?
return *possibles.begin();
}
bool CHeroClass::isMagicHero() const
{
return affinity == MAGIC;
}
EAlignment::EAlignment CHeroClass::getAlignment() const
{
return EAlignment::EAlignment((*VLC->townh)[faction]->alignment);
}
int32_t CHeroClass::getIndex() const
{
return id.getNum();
}
int32_t CHeroClass::getIconIndex() const
{
return getIndex();
}
const std::string & CHeroClass::getName() const
{
return name;
}
const std::string & CHeroClass::getJsonKey() const
{
return identifier;
}
HeroClassID CHeroClass::getId() const
{
return id;
}
void CHeroClass::registerIcons(const IconRegistar & cb) const
{
}
void CHeroClass::updateFrom(const JsonNode & data)
{
//TODO: CHeroClass::updateFrom
}
void CHeroClass::serializeJson(JsonSerializeFormat & handler)
{
}
CHeroClass::CHeroClass()
: faction(0), id(), affinity(0), defaultTavernChance(0), commander(nullptr)
{
}
std::vector<BattleHex> CObstacleInfo::getBlocked(BattleHex hex) const
{
std::vector<BattleHex> ret;
if(isAbsoluteObstacle)
{
assert(!hex.isValid());
range::copy(blockedTiles, std::back_inserter(ret));
return ret;
}
for(int offset : blockedTiles)
{
BattleHex toBlock = hex + offset;
if((hex.getY() & 1) && !(toBlock.getY() & 1))
toBlock += BattleHex::LEFT;
if(!toBlock.isValid())
logGlobal->error("Misplaced obstacle!");
else
ret.push_back(toBlock);
}
return ret;
}
bool CObstacleInfo::isAppropriate(ETerrainType terrainType, int specialBattlefield) const
{
if(specialBattlefield != -1)
return vstd::contains(allowedSpecialBfields, specialBattlefield);
return vstd::contains(allowedTerrains, terrainType);
}
void CHeroClassHandler::fillPrimarySkillData(const JsonNode & node, CHeroClass * heroClass, PrimarySkill::PrimarySkill pSkill)
{
const auto & skillName = PrimarySkill::names[pSkill];
auto currentPrimarySkillValue = (int)node["primarySkills"][skillName].Integer();
//minimal value is 0 for attack and defense and 1 for spell power and knowledge
auto primarySkillLegalMinimum = (pSkill == PrimarySkill::ATTACK || pSkill == PrimarySkill::DEFENSE) ? 0 : 1;
if(currentPrimarySkillValue < primarySkillLegalMinimum)
{
logMod->error("Hero class '%s' has incorrect initial value '%d' for skill '%s'. Value '%d' will be used instead.",
heroClass->identifier, currentPrimarySkillValue, skillName, primarySkillLegalMinimum);
currentPrimarySkillValue = primarySkillLegalMinimum;
}
heroClass->primarySkillInitial.push_back(currentPrimarySkillValue);
heroClass->primarySkillLowLevel.push_back((int)node["lowLevelChance"][skillName].Float());
heroClass->primarySkillHighLevel.push_back((int)node["highLevelChance"][skillName].Float());
}
const std::vector<std::string> & CHeroClassHandler::getTypeNames() const
{
static const std::vector<std::string> typeNames = { "heroClass" };
return typeNames;
}
CHeroClass * CHeroClassHandler::loadFromJson(const std::string & scope, const JsonNode & node, const std::string & identifier, size_t index)
{
std::string affinityStr[2] = { "might", "magic" };
auto heroClass = new CHeroClass();
heroClass->id = HeroClassID(index);
heroClass->identifier = identifier;
heroClass->imageBattleFemale = node["animation"]["battle"]["female"].String();
heroClass->imageBattleMale = node["animation"]["battle"]["male"].String();
//MODS COMPATIBILITY FOR 0.96
heroClass->imageMapFemale = node["animation"]["map"]["female"].String();
heroClass->imageMapMale = node["animation"]["map"]["male"].String();
heroClass->name = node["name"].String();
heroClass->affinity = vstd::find_pos(affinityStr, node["affinity"].String());
fillPrimarySkillData(node, heroClass, PrimarySkill::ATTACK);
fillPrimarySkillData(node, heroClass, PrimarySkill::DEFENSE);
fillPrimarySkillData(node, heroClass, PrimarySkill::SPELL_POWER);
fillPrimarySkillData(node, heroClass, PrimarySkill::KNOWLEDGE);
for(auto skillPair : node["secondarySkills"].Struct())
{
int probability = static_cast<int>(skillPair.second.Integer());
VLC->modh->identifiers.requestIdentifier(skillPair.second.meta, "skill", skillPair.first, [heroClass, probability](si32 skillID)
{
if(heroClass->secSkillProbability.size() <= skillID)
heroClass->secSkillProbability.resize(skillID + 1, -1); // -1 = override with default later
heroClass->secSkillProbability[skillID] = probability;
});
}
VLC->modh->identifiers.requestIdentifier ("creature", node["commander"],
[=](si32 commanderID)
{
heroClass->commander = VLC->creh->objects[commanderID];
});
heroClass->defaultTavernChance = static_cast<ui32>(node["defaultTavern"].Float());
for(auto & tavern : node["tavern"].Struct())
{
int value = static_cast<int>(tavern.second.Float());
VLC->modh->identifiers.requestIdentifier(tavern.second.meta, "faction", tavern.first,
[=](si32 factionID)
{
heroClass->selectionProbability[factionID] = value;
});
}
VLC->modh->identifiers.requestIdentifier("faction", node["faction"],
[=](si32 factionID)
{
heroClass->faction = factionID;
});
VLC->modh->identifiers.requestIdentifier(scope, "object", "hero", [=](si32 index)
{
JsonNode classConf = node["mapObject"];
classConf["heroClass"].String() = identifier;
classConf.setMeta(scope);
VLC->objtypeh->loadSubObject(identifier, classConf, index, heroClass->getIndex());
});
return heroClass;
}
std::vector<JsonNode> CHeroClassHandler::loadLegacyData(size_t dataSize)
{
objects.resize(dataSize);
std::vector<JsonNode> h3Data;
h3Data.reserve(dataSize);
CLegacyConfigParser parser("DATA/HCTRAITS.TXT");
parser.endLine(); // header
parser.endLine();
for (size_t i=0; i<dataSize; i++)
{
JsonNode entry;
entry["name"].String() = parser.readString();
parser.readNumber(); // unused aggression
for (auto & name : PrimarySkill::names)
entry["primarySkills"][name].Float() = parser.readNumber();
for (auto & name : PrimarySkill::names)
entry["lowLevelChance"][name].Float() = parser.readNumber();
for (auto & name : PrimarySkill::names)
entry["highLevelChance"][name].Float() = parser.readNumber();
for (auto & name : NSecondarySkill::names)
entry["secondarySkills"][name].Float() = parser.readNumber();
for(auto & name : ETownType::names)
entry["tavern"][name].Float() = parser.readNumber();
parser.endLine();
h3Data.push_back(entry);
}
return h3Data;
}
void CHeroClassHandler::afterLoadFinalization()
{
// for each pair <class, town> set selection probability if it was not set before in tavern entries
for(CHeroClass * heroClass : objects)
{
for(CFaction * faction : VLC->townh->objects)
{
if (!faction->town)
continue;
if (heroClass->selectionProbability.count(faction->index))
continue;
float chance = static_cast<float>(heroClass->defaultTavernChance * faction->town->defaultTavernChance);
heroClass->selectionProbability[faction->index] = static_cast<int>(sqrt(chance) + 0.5); //FIXME: replace with std::round once MVS supports it
}
// set default probabilities for gaining secondary skills where not loaded previously
heroClass->secSkillProbability.resize(VLC->skillh->size(), -1);
for(int skillID = 0; skillID < VLC->skillh->size(); skillID++)
{
if(heroClass->secSkillProbability[skillID] < 0)
{
const CSkill * skill = (*VLC->skillh)[SecondarySkill(skillID)];
logMod->trace("%s: no probability for %s, using default", heroClass->identifier, skill->identifier);
heroClass->secSkillProbability[skillID] = skill->gainChance[heroClass->affinity];
}
}
}
for(CHeroClass * hc : objects)
{
if (!hc->imageMapMale.empty())
{
JsonNode templ;
templ["animation"].String() = hc->imageMapMale;
VLC->objtypeh->getHandlerFor(Obj::HERO, hc->getIndex())->addTemplate(templ);
}
}
}
std::vector<bool> CHeroClassHandler::getDefaultAllowed() const
{
return std::vector<bool>(size(), true);
}
CHeroClassHandler::~CHeroClassHandler() = default;
CHeroHandler::~CHeroHandler() = default;
CHeroHandler::CHeroHandler()
{
loadObstacles();
loadTerrains();
for (int i = 0; i < GameConstants::TERRAIN_TYPES; ++i)
{
VLC->modh->identifiers.registerObject("core", "terrain", GameConstants::TERRAIN_NAMES[i], i);
}
loadBallistics();
loadExperience();
}
const std::vector<std::string> & CHeroHandler::getTypeNames() const
{
static const std::vector<std::string> typeNames = { "hero" };
return typeNames;
}
CHero * CHeroHandler::loadFromJson(const std::string & scope, const JsonNode & node, const std::string & identifier, size_t index)
{
auto hero = new CHero();
hero->ID = HeroTypeID(index);
hero->identifier = identifier;
hero->sex = node["female"].Bool();
hero->special = node["special"].Bool();
hero->name = node["texts"]["name"].String();
hero->biography = node["texts"]["biography"].String();
hero->specName = node["texts"]["specialty"]["name"].String();
hero->specTooltip = node["texts"]["specialty"]["tooltip"].String();
hero->specDescr = node["texts"]["specialty"]["description"].String();
hero->iconSpecSmall = node["images"]["specialtySmall"].String();
hero->iconSpecLarge = node["images"]["specialtyLarge"].String();
hero->portraitSmall = node["images"]["small"].String();
hero->portraitLarge = node["images"]["large"].String();
hero->battleImage = node["battleImage"].String();
loadHeroArmy(hero, node);
loadHeroSkills(hero, node);
loadHeroSpecialty(hero, node);
VLC->modh->identifiers.requestIdentifier("heroClass", node["class"],
[=](si32 classID)
{
hero->heroClass = classes[HeroClassID(classID)];
});
return hero;
}
void CHeroHandler::loadHeroArmy(CHero * hero, const JsonNode & node)
{
assert(node["army"].Vector().size() <= 3); // anything bigger is useless - army initialization uses up to 3 slots
hero->initialArmy.resize(node["army"].Vector().size());
for (size_t i=0; i< hero->initialArmy.size(); i++)
{
const JsonNode & source = node["army"].Vector()[i];
hero->initialArmy[i].minAmount = static_cast<ui32>(source["min"].Float());
hero->initialArmy[i].maxAmount = static_cast<ui32>(source["max"].Float());
assert(hero->initialArmy[i].minAmount <= hero->initialArmy[i].maxAmount);
VLC->modh->identifiers.requestIdentifier("creature", source["creature"], [=](si32 creature)
{
hero->initialArmy[i].creature = CreatureID(creature);
});
}
}
void CHeroHandler::loadHeroSkills(CHero * hero, const JsonNode & node)
{
for(const JsonNode &set : node["skills"].Vector())
{
int skillLevel = static_cast<int>(boost::range::find(NSecondarySkill::levels, set["level"].String()) - std::begin(NSecondarySkill::levels));
if (skillLevel < SecSkillLevel::LEVELS_SIZE)
{
size_t currentIndex = hero->secSkillsInit.size();
hero->secSkillsInit.push_back(std::make_pair(SecondarySkill(-1), skillLevel));
VLC->modh->identifiers.requestIdentifier("skill", set["skill"], [=](si32 id)
{
hero->secSkillsInit[currentIndex].first = SecondarySkill(id);
});
}
else
{
logMod->error("Unknown skill level: %s", set["level"].String());
}
}
// spellbook is considered present if hero have "spellbook" entry even when this is an empty set (0 spells)
hero->haveSpellBook = !node["spellbook"].isNull();
for(const JsonNode & spell : node["spellbook"].Vector())
{
VLC->modh->identifiers.requestIdentifier("spell", spell,
[=](si32 spellID)
{
hero->spells.insert(SpellID(spellID));
});
}
}
// add standard creature specialty to result
void AddSpecialtyForCreature(int creatureID, std::shared_ptr<Bonus> bonus, std::vector<std::shared_ptr<Bonus>> &result)
{
const CCreature &specBaseCreature = *VLC->creh->objects[creatureID]; //base creature in which we have specialty
bonus->limiter.reset(new CCreatureTypeLimiter(specBaseCreature, true));
bonus->type = Bonus::STACKS_SPEED;
bonus->valType = Bonus::ADDITIVE_VALUE;
bonus->val = 1;
result.push_back(bonus);
// attack and defense may differ for upgraded creatures => separate bonuses
std::vector<int> specTargets;
specTargets.push_back(creatureID);
specTargets.insert(specTargets.end(), specBaseCreature.upgrades.begin(), specBaseCreature.upgrades.end());
for(int cid : specTargets)
{
const CCreature &specCreature = *VLC->creh->objects[cid];
bonus = std::make_shared<Bonus>(*bonus);
bonus->limiter.reset(new CCreatureTypeLimiter(specCreature, false));
bonus->type = Bonus::PRIMARY_SKILL;
bonus->val = 0;
int stepSize = specCreature.level ? specCreature.level : 5;
bonus->subtype = PrimarySkill::ATTACK;
bonus->updater.reset(new GrowsWithLevelUpdater(specCreature.getAttack(false), stepSize));
result.push_back(bonus);
bonus = std::make_shared<Bonus>(*bonus);
bonus->subtype = PrimarySkill::DEFENSE;
bonus->updater.reset(new GrowsWithLevelUpdater(specCreature.getDefense(false), stepSize));
result.push_back(bonus);
}
}
// convert deprecated format
std::vector<std::shared_ptr<Bonus>> SpecialtyInfoToBonuses(const SSpecialtyInfo & spec, int sid)
{
std::vector<std::shared_ptr<Bonus>> result;
std::shared_ptr<Bonus> bonus = std::make_shared<Bonus>();
bonus->duration = Bonus::PERMANENT;
bonus->source = Bonus::HERO_SPECIAL;
bonus->sid = sid;
bonus->val = spec.val;
switch (spec.type)
{
case 1: //creature specialty
AddSpecialtyForCreature(spec.additionalinfo, bonus, result);
break;
case 2: //secondary skill
bonus->type = Bonus::SECONDARY_SKILL_PREMY;
bonus->valType = Bonus::PERCENT_TO_BASE;
bonus->subtype = spec.subtype;
bonus->updater.reset(new TimesHeroLevelUpdater());
result.push_back(bonus);
break;
case 3: //spell damage bonus, level dependent but calculated elsewhere
bonus->type = Bonus::SPECIAL_SPELL_LEV;
bonus->subtype = spec.subtype;
bonus->updater.reset(new TimesHeroLevelUpdater());
result.push_back(bonus);
break;
case 4: //creature stat boost
switch (spec.subtype)
{
case 1:
bonus->type = Bonus::PRIMARY_SKILL;
bonus->subtype = PrimarySkill::ATTACK;
break;
case 2:
bonus->type = Bonus::PRIMARY_SKILL;
bonus->subtype = PrimarySkill::DEFENSE;
break;
case 3:
bonus->type = Bonus::CREATURE_DAMAGE;
bonus->subtype = 0; //both min and max
break;
case 4:
bonus->type = Bonus::STACK_HEALTH;
break;
case 5:
bonus->type = Bonus::STACKS_SPEED;
break;
default:
logMod->warn("Unknown subtype for specialty 4");
return result;
}
bonus->valType = Bonus::ADDITIVE_VALUE;
bonus->limiter.reset(new CCreatureTypeLimiter(*VLC->creh->objects[spec.additionalinfo], true));
result.push_back(bonus);
break;
case 5: //spell damage bonus in percent
bonus->type = Bonus::SPECIFIC_SPELL_DAMAGE;
bonus->valType = Bonus::BASE_NUMBER; //current spell system is screwed
bonus->subtype = spec.subtype; //spell id
result.push_back(bonus);
break;
case 6: //damage bonus for bless (Adela)
bonus->type = Bonus::SPECIAL_BLESS_DAMAGE;
bonus->subtype = spec.subtype; //spell id if you ever wanted to use it otherwise
bonus->additionalInfo = spec.additionalinfo; //damage factor
bonus->updater.reset(new TimesHeroLevelUpdater());
result.push_back(bonus);
break;
case 7: //maxed mastery for spell
bonus->type = Bonus::MAXED_SPELL;
bonus->subtype = spec.subtype; //spell id
result.push_back(bonus);
break;
case 8: //peculiar spells - enchantments
bonus->type = Bonus::SPECIAL_PECULIAR_ENCHANT;
bonus->subtype = spec.subtype; //spell id
bonus->additionalInfo = spec.additionalinfo; //0, 1 for Coronius
result.push_back(bonus);
break;
case 9: //upgrade creatures
{
const auto &creatures = VLC->creh->objects;
bonus->type = Bonus::SPECIAL_UPGRADE;
bonus->subtype = spec.subtype; //base id
bonus->additionalInfo = spec.additionalinfo; //target id
result.push_back(bonus);
//propagate for regular upgrades of base creature
for(auto cre_id : creatures[spec.subtype]->upgrades)
{
std::shared_ptr<Bonus> upgradeUpgradedVersion = std::make_shared<Bonus>(*bonus);
upgradeUpgradedVersion->subtype = cre_id;
result.push_back(upgradeUpgradedVersion);
}
}
break;
case 10: //resource generation
bonus->type = Bonus::GENERATE_RESOURCE;
bonus->subtype = spec.subtype;
result.push_back(bonus);
break;
case 11: //starting skill with mastery (Adrienne)
logMod->warn("Secondary skill mastery is no longer supported as specialty.");
break;
case 12: //army speed
bonus->type = Bonus::STACKS_SPEED;
result.push_back(bonus);
break;
case 13: //Dragon bonuses (Mutare)
bonus->type = Bonus::PRIMARY_SKILL;
bonus->valType = Bonus::ADDITIVE_VALUE;
switch(spec.subtype)
{
case 1:
bonus->subtype = PrimarySkill::ATTACK;
break;
case 2:
bonus->subtype = PrimarySkill::DEFENSE;
break;
}
bonus->limiter.reset(new HasAnotherBonusLimiter(Bonus::DRAGON_NATURE));
result.push_back(bonus);
break;
default:
logMod->warn("Unknown hero specialty %d", spec.type);
break;
}
return result;
}
// convert deprecated format
std::vector<std::shared_ptr<Bonus>> SpecialtyBonusToBonuses(const SSpecialtyBonus & spec, int sid)
{
std::vector<std::shared_ptr<Bonus>> result;
for(std::shared_ptr<Bonus> oldBonus : spec.bonuses)
{
oldBonus->sid = sid;
if(oldBonus->type == Bonus::SPECIAL_SPELL_LEV || oldBonus->type == Bonus::SPECIAL_BLESS_DAMAGE)
{
// these bonuses used to auto-scale with hero level
std::shared_ptr<Bonus> newBonus = std::make_shared<Bonus>(*oldBonus);
newBonus->updater = std::make_shared<TimesHeroLevelUpdater>();
result.push_back(newBonus);
}
else if(spec.growsWithLevel)
{
std::shared_ptr<Bonus> newBonus = std::make_shared<Bonus>(*oldBonus);
switch(newBonus->type)
{
case Bonus::SECONDARY_SKILL_PREMY:
break; // ignore - used to be overwritten based on SPECIAL_SECONDARY_SKILL
case Bonus::SPECIAL_SECONDARY_SKILL:
newBonus->type = Bonus::SECONDARY_SKILL_PREMY;
newBonus->updater = std::make_shared<TimesHeroLevelUpdater>();
result.push_back(newBonus);
break;
case Bonus::PRIMARY_SKILL:
if((newBonus->subtype == PrimarySkill::ATTACK || newBonus->subtype == PrimarySkill::DEFENSE) && newBonus->limiter)
{
std::shared_ptr<CCreatureTypeLimiter> creatureLimiter = std::dynamic_pointer_cast<CCreatureTypeLimiter>(newBonus->limiter);
if(creatureLimiter)
{
const CCreature * cre = creatureLimiter->creature;
int creStat = newBonus->subtype == PrimarySkill::ATTACK ? cre->getAttack(false) : cre->getDefense(false);
int creLevel = cre->level ? cre->level : 5;
newBonus->updater = std::make_shared<GrowsWithLevelUpdater>(creStat, creLevel);
}
result.push_back(newBonus);
}
break;
default:
result.push_back(newBonus);
}
}
else
{
result.push_back(oldBonus);
}
}
return result;
}
void CHeroHandler::beforeValidate(JsonNode & object)
{
//handle "base" specialty info
JsonNode & specialtyNode = object["specialty"];
if(specialtyNode.getType() == JsonNode::JsonType::DATA_STRUCT)
{
const JsonNode & base = specialtyNode["base"];
if(!base.isNull())
{
if(specialtyNode["bonuses"].isNull())
{
logMod->warn("specialty has base without bonuses");
}
else
{
JsonMap & bonuses = specialtyNode["bonuses"].Struct();
for(std::pair<std::string, JsonNode> keyValue : bonuses)
JsonUtils::inherit(bonuses[keyValue.first], base);
}
}
}
}
void CHeroHandler::loadHeroSpecialty(CHero * hero, const JsonNode & node)
{
int sid = hero->ID.getNum();
auto prepSpec = [=](std::shared_ptr<Bonus> bonus)
{
bonus->duration = Bonus::PERMANENT;
bonus->source = Bonus::HERO_SPECIAL;
bonus->sid = sid;
return bonus;
};
//deprecated, used only for original specialties
const JsonNode & specialtiesNode = node["specialties"];
if (!specialtiesNode.isNull())
{
logMod->warn("Hero %s has deprecated specialties format.", hero->identifier);
for(const JsonNode &specialty : specialtiesNode.Vector())
{
SSpecialtyInfo spec;
spec.type = static_cast<si32>(specialty["type"].Integer());
spec.val = static_cast<si32>(specialty["val"].Integer());
spec.subtype = static_cast<si32>(specialty["subtype"].Integer());
spec.additionalinfo = static_cast<si32>(specialty["info"].Integer());
//we convert after loading completes, to have all identifiers for json logging
hero->specDeprecated.push_back(spec);
}
}
//new(er) format, using bonus system
const JsonNode & specialtyNode = node["specialty"];
if(specialtyNode.getType() == JsonNode::JsonType::DATA_VECTOR)
{
//deprecated middle-aged format
for(const JsonNode & specialty : node["specialty"].Vector())
{
SSpecialtyBonus hs;
hs.growsWithLevel = specialty["growsWithLevel"].Bool();
for (const JsonNode & bonus : specialty["bonuses"].Vector())
hs.bonuses.push_back(prepSpec(JsonUtils::parseBonus(bonus)));
hero->specialtyDeprecated.push_back(hs);
}
}
else if(specialtyNode.getType() == JsonNode::JsonType::DATA_STRUCT)
{
//creature specialty - alias for simplicity
if(!specialtyNode["creature"].isNull())
{
VLC->modh->identifiers.requestIdentifier("creature", specialtyNode["creature"], [hero](si32 creature) {
// use legacy format for delayed conversion (must have all creature data loaded, also for upgrades)
SSpecialtyInfo spec;
spec.type = 1;
spec.additionalinfo = creature;
hero->specDeprecated.push_back(spec);
});
}
if(!specialtyNode["bonuses"].isNull())
{
//proper new format
for(auto keyValue : specialtyNode["bonuses"].Struct())
hero->specialty.push_back(prepSpec(JsonUtils::parseBonus(keyValue.second)));
}
}
}
void CHeroHandler::loadExperience()
{
expPerLevel.push_back(0);
expPerLevel.push_back(1000);
expPerLevel.push_back(2000);
expPerLevel.push_back(3200);
expPerLevel.push_back(4600);
expPerLevel.push_back(6200);
expPerLevel.push_back(8000);
expPerLevel.push_back(10000);
expPerLevel.push_back(12200);
expPerLevel.push_back(14700);
expPerLevel.push_back(17500);
expPerLevel.push_back(20600);
expPerLevel.push_back(24320);
expPerLevel.push_back(28784);
expPerLevel.push_back(34140);
while (expPerLevel[expPerLevel.size() - 1] > expPerLevel[expPerLevel.size() - 2])
{
auto i = expPerLevel.size() - 1;
auto diff = expPerLevel[i] - expPerLevel[i-1];
diff += diff / 5;
expPerLevel.push_back (expPerLevel[i] + diff);
}
expPerLevel.pop_back();//last value is broken
}
void CHeroHandler::loadObstacles()
{
auto loadObstacles = [](const JsonNode &node, bool absolute, std::map<int, CObstacleInfo> &out)
{
for(const JsonNode &obs : node.Vector())
{
int ID = static_cast<int>(obs["id"].Float());
CObstacleInfo & obi = out[ID];
obi.ID = ID;
obi.defName = obs["defname"].String();
obi.width = static_cast<si32>(obs["width"].Float());
obi.height = static_cast<si32>(obs["height"].Float());
obi.allowedTerrains = obs["allowedTerrain"].convertTo<std::vector<ETerrainType> >();
obi.allowedSpecialBfields = obs["specialBattlefields"].convertTo<std::vector<BFieldType> >();
obi.blockedTiles = obs["blockedTiles"].convertTo<std::vector<si16> >();
obi.isAbsoluteObstacle = absolute;
}
};
const JsonNode config(ResourceID("config/obstacles.json"));
loadObstacles(config["obstacles"], false, obstacles);
loadObstacles(config["absoluteObstacles"], true, absoluteObstacles);
//loadObstacles(config["moats"], true, moats);
}
/// convert h3-style ID (e.g. Gobin Wolf Rider) to vcmi (e.g. goblinWolfRider)
static std::string genRefName(std::string input)
{
boost::algorithm::replace_all(input, " ", ""); //remove spaces
input[0] = std::tolower(input[0]); // to camelCase
return input;
}
void CHeroHandler::loadBallistics()
{
CLegacyConfigParser ballParser("DATA/BALLIST.TXT");
ballParser.endLine(); //header
ballParser.endLine();
do
{
ballParser.readString();
ballParser.readString();
CHeroHandler::SBallisticsLevelInfo bli;
bli.keep = static_cast<ui8>(ballParser.readNumber());
bli.tower = static_cast<ui8>(ballParser.readNumber());
bli.gate = static_cast<ui8>(ballParser.readNumber());
bli.wall = static_cast<ui8>(ballParser.readNumber());
bli.shots = static_cast<ui8>(ballParser.readNumber());
bli.noDmg = static_cast<ui8>(ballParser.readNumber());
bli.oneDmg = static_cast<ui8>(ballParser.readNumber());
bli.twoDmg = static_cast<ui8>(ballParser.readNumber());
bli.sum = static_cast<ui8>(ballParser.readNumber());
ballistics.push_back(bli);
assert(bli.noDmg + bli.oneDmg + bli.twoDmg == 100 && bli.sum == 100);
}
while (ballParser.endLine());
}
std::vector<JsonNode> CHeroHandler::loadLegacyData(size_t dataSize)
{
objects.resize(dataSize);
std::vector<JsonNode> h3Data;
h3Data.reserve(dataSize);
CLegacyConfigParser specParser("DATA/HEROSPEC.TXT");
CLegacyConfigParser bioParser("DATA/HEROBIOS.TXT");
CLegacyConfigParser parser("DATA/HOTRAITS.TXT");
parser.endLine(); //ignore header
parser.endLine();
specParser.endLine(); //ignore header
specParser.endLine();
for (int i=0; i<GameConstants::HEROES_QUANTITY; i++)
{
JsonNode heroData;
heroData["texts"]["name"].String() = parser.readString();
heroData["texts"]["biography"].String() = bioParser.readString();
heroData["texts"]["specialty"]["name"].String() = specParser.readString();
heroData["texts"]["specialty"]["tooltip"].String() = specParser.readString();
heroData["texts"]["specialty"]["description"].String() = specParser.readString();
for(int x=0;x<3;x++)
{
JsonNode armySlot;
armySlot["min"].Float() = parser.readNumber();
armySlot["max"].Float() = parser.readNumber();
armySlot["creature"].String() = genRefName(parser.readString());
heroData["army"].Vector().push_back(armySlot);
}
parser.endLine();
specParser.endLine();
bioParser.endLine();
h3Data.push_back(heroData);
}
return h3Data;
}
void CHeroHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
{
size_t index = objects.size();
auto object = loadFromJson(scope, data, normalizeIdentifier(scope, "core", name), index);
object->imageIndex = (si32)index + GameConstants::HERO_PORTRAIT_SHIFT; // 2 special frames + some extra portraits
objects.push_back(object);
registerObject(scope, "hero", name, object->getIndex());
}
void CHeroHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
{
auto object = loadFromJson(scope, data, normalizeIdentifier(scope, "core", name), index);
object->imageIndex = static_cast<si32>(index);
assert(objects[index] == nullptr); // ensure that this id was not loaded before
objects[index] = object;
registerObject(scope, "hero", name, object->getIndex());
}
void CHeroHandler::afterLoadFinalization()
{
for(auto & hero : objects)
{
for(auto bonus : hero->specialty)
{
bonus->sid = hero->getIndex();
}
if(hero->specDeprecated.size() > 0 || hero->specialtyDeprecated.size() > 0)
{
logMod->debug("Converting specialty format for hero %s(%s)", hero->identifier, FactionID::encode(hero->heroClass->faction));
std::vector<std::shared_ptr<Bonus>> convertedBonuses;
for(const SSpecialtyInfo & spec : hero->specDeprecated)
{
for(std::shared_ptr<Bonus> b : SpecialtyInfoToBonuses(spec, hero->ID.getNum()))
convertedBonuses.push_back(b);
}
for(const SSpecialtyBonus & spec : hero->specialtyDeprecated)
{
for(std::shared_ptr<Bonus> b : SpecialtyBonusToBonuses(spec, hero->ID.getNum()))
convertedBonuses.push_back(b);
}
hero->specDeprecated.clear();
hero->specialtyDeprecated.clear();
// store and create json for logging
std::vector<JsonNode> specVec;
std::vector<std::string> specNames;
for(std::shared_ptr<Bonus> bonus : convertedBonuses)
{
hero->specialty.push_back(bonus);
specVec.push_back(bonus->toJsonNode());
// find fitting & unique bonus name
std::string bonusName = bonus->nameForBonus();
if(vstd::contains(specNames, bonusName))
{
int suffix = 2;
while(vstd::contains(specNames, bonusName + std::to_string(suffix)))
suffix++;
bonusName += std::to_string(suffix);
}
specNames.push_back(bonusName);
}
// log new format for easy copy-and-paste
JsonNode specNode(JsonNode::JsonType::DATA_STRUCT);
if(specVec.size() > 1)
{
JsonNode base = JsonUtils::intersect(specVec);
if(base.containsBaseData())
{
specNode["base"] = base;
for(JsonNode & node : specVec)
node = JsonUtils::difference(node, base);
}
}
// add json for bonuses
specNode["bonuses"].Struct();
for(int i = 0; i < specVec.size(); i++)
specNode["bonuses"][specNames[i]] = specVec[i];
logMod->trace("\"specialty\" : %s", specNode.toJson(true));
}
}
}
ui32 CHeroHandler::level (ui64 experience) const
{
return static_cast<ui32>(boost::range::upper_bound(expPerLevel, experience) - std::begin(expPerLevel));
}
ui64 CHeroHandler::reqExp (ui32 level) const
{
if(!level)
return 0;
if (level <= expPerLevel.size())
{
return expPerLevel[level-1];
}
else
{
logGlobal->warn("A hero has reached unsupported amount of experience");
return expPerLevel[expPerLevel.size()-1];
}
}
void CHeroHandler::loadTerrains()
{
const JsonNode config(ResourceID("config/terrains.json"));
terrCosts.reserve(GameConstants::TERRAIN_TYPES);
for(const std::string & name : GameConstants::TERRAIN_NAMES)
terrCosts.push_back((int)config[name]["moveCost"].Float());
}
std::vector<bool> CHeroHandler::getDefaultAllowed() const
{
// Look Data/HOTRAITS.txt for reference
std::vector<bool> allowedHeroes;
allowedHeroes.reserve(size());
for(const CHero * hero : objects)
{
allowedHeroes.push_back(!hero->special);
}
return allowedHeroes;
}