mirror of
https://github.com/vcmi/vcmi.git
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282 lines
8.2 KiB
C++
282 lines
8.2 KiB
C++
/*
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* CommonConstructors.h, 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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#pragma once
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#include "CObjectClassesHandler.h"
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#include "../CTownHandler.h" // for building ID-based filters
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#include "MapObjects.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGObjectInstance;
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class CGTownInstance;
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class CGHeroInstance;
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class CGDwelling;
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class CHeroClass;
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class CBank;
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class CStackBasicDescriptor;
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/// Class that is used for objects that do not have dedicated handler
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template<class ObjectType>
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class CDefaultObjectTypeHandler : public AObjectTypeHandler
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{
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protected:
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ObjectType * createTyped(std::shared_ptr<const ObjectTemplate> tmpl /* = nullptr */) const
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{
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auto obj = new ObjectType();
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preInitObject(obj);
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//Set custom template or leave null
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if (tmpl)
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{
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obj->appearance = tmpl;
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}
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return obj;
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}
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public:
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CDefaultObjectTypeHandler() {}
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CGObjectInstance * create(std::shared_ptr<const ObjectTemplate> tmpl = nullptr) const override
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{
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return createTyped(tmpl);
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}
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virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const override
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{
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}
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virtual std::unique_ptr<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const override
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{
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return nullptr;
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}
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};
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class CObstacleConstructor : public CDefaultObjectTypeHandler<CGObjectInstance>
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{
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public:
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bool isStaticObject() override;
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};
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class CTownInstanceConstructor : public CDefaultObjectTypeHandler<CGTownInstance>
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{
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JsonNode filtersJson;
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protected:
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bool objectFilter(const CGObjectInstance * obj, std::shared_ptr<const ObjectTemplate> tmpl) const override;
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void initTypeData(const JsonNode & input) override;
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public:
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CFaction * faction = nullptr;
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std::map<std::string, LogicalExpression<BuildingID>> filters;
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CGObjectInstance * create(std::shared_ptr<const ObjectTemplate> tmpl = nullptr) const override;
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void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const override;
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void afterLoadFinalization() override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & filtersJson;
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h & faction;
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h & filters;
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h & static_cast<CDefaultObjectTypeHandler<CGTownInstance>&>(*this);
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}
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};
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class CHeroInstanceConstructor : public CDefaultObjectTypeHandler<CGHeroInstance>
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{
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JsonNode filtersJson;
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protected:
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bool objectFilter(const CGObjectInstance * obj, std::shared_ptr<const ObjectTemplate> tmpl) const override;
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void initTypeData(const JsonNode & input) override;
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public:
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CHeroClass * heroClass = nullptr;
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std::map<std::string, LogicalExpression<HeroTypeID>> filters;
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CGObjectInstance * create(std::shared_ptr<const ObjectTemplate> tmpl = nullptr) const override;
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void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const override;
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void afterLoadFinalization() override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & filtersJson;
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h & heroClass;
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h & filters;
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h & static_cast<CDefaultObjectTypeHandler<CGHeroInstance>&>(*this);
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}
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};
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class CDwellingInstanceConstructor : public CDefaultObjectTypeHandler<CGDwelling>
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{
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std::vector<std::vector<const CCreature *>> availableCreatures;
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JsonNode guards;
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protected:
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bool objectFilter(const CGObjectInstance * obj, std::shared_ptr<const ObjectTemplate> tmpl) const override;
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void initTypeData(const JsonNode & input) override;
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public:
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bool hasNameTextID() const override;
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CGObjectInstance * create(std::shared_ptr<const ObjectTemplate> tmpl = nullptr) const override;
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void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const override;
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bool producesCreature(const CCreature * crea) const;
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std::vector<const CCreature *> getProducedCreatures() const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & availableCreatures;
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h & guards;
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h & static_cast<CDefaultObjectTypeHandler<CGDwelling>&>(*this);
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}
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};
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class BoatInstanceConstructor : public CDefaultObjectTypeHandler<CGBoat>
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{
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protected:
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void initTypeData(const JsonNode & config) override;
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std::vector<Bonus> bonuses;
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EPathfindingLayer layer;
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bool onboardAssaultAllowed; //if true, hero can attack units from transport
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bool onboardVisitAllowed; //if true, hero can visit objects from transport
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std::string actualAnimation; //for OH3 boats those have actual animations
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std::string overlayAnimation; //waves animations
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std::array<std::string, PlayerColor::PLAYER_LIMIT_I> flagAnimations;
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public:
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CGObjectInstance * create(std::shared_ptr<const ObjectTemplate> tmpl = nullptr) const override;
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void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CDefaultObjectTypeHandler<CGBoat>&>(*this);
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h & layer;
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h & onboardAssaultAllowed;
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h & onboardVisitAllowed;
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h & bonuses;
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h & actualAnimation;
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h & overlayAnimation;
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h & flagAnimations;
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}
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};
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struct BankConfig
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{
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ui32 value = 0; //overall value of given things
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ui32 chance = 0; //chance for this level being chosen
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ui32 upgradeChance = 0; //chance for creatures to be in upgraded versions
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ui32 combatValue = 0; //how hard are guards of this level
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std::vector<CStackBasicDescriptor> guards; //creature ID, amount
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ResourceSet resources; //resources given in case of victory
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std::vector<CStackBasicDescriptor> creatures; //creatures granted in case of victory (creature ID, amount)
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std::vector<ArtifactID> artifacts; //artifacts given in case of victory
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std::vector<SpellID> spells; // granted spell(s), for Pyramid
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & chance;
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h & upgradeChance;
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h & guards;
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h & combatValue;
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h & resources;
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h & creatures;
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h & artifacts;
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h & value;
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h & spells;
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}
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};
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using TPossibleGuards = std::vector<std::pair<ui8, IObjectInfo::CArmyStructure>>;
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template <typename T>
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struct DLL_LINKAGE PossibleReward
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{
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int chance;
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T data;
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PossibleReward(int chance, const T & data) : chance(chance), data(data) {}
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};
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class DLL_LINKAGE CBankInfo : public IObjectInfo
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{
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const JsonVector & config;
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public:
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CBankInfo(const JsonVector & Config);
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TPossibleGuards getPossibleGuards() const;
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std::vector<PossibleReward<TResources>> getPossibleResourcesReward() const;
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std::vector<PossibleReward<CStackBasicDescriptor>> getPossibleCreaturesReward() const;
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// These functions should try to evaluate minimal possible/max possible guards to give provide information on possible thread to AI
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CArmyStructure minGuards() const override;
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CArmyStructure maxGuards() const override;
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bool givesResources() const override;
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bool givesArtifacts() const override;
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bool givesCreatures() const override;
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bool givesSpells() const override;
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};
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class CBankInstanceConstructor : public CDefaultObjectTypeHandler<CBank>
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{
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BankConfig generateConfig(const JsonNode & conf, CRandomGenerator & rng) const;
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JsonVector levels;
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protected:
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void initTypeData(const JsonNode & input) override;
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public:
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// all banks of this type will be reset N days after clearing,
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si32 bankResetDuration = 0;
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CGObjectInstance * create(std::shared_ptr<const ObjectTemplate> tmpl = nullptr) const override;
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void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const override;
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bool hasNameTextID() const override;
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std::unique_ptr<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & levels;
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h & bankResetDuration;
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h & static_cast<CDefaultObjectTypeHandler<CBank>&>(*this);
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}
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};
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class MarketInstanceConstructor : public CDefaultObjectTypeHandler<CGMarket>
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{
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protected:
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void initTypeData(const JsonNode & config) override;
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std::set<EMarketMode::EMarketMode> marketModes;
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JsonNode predefinedOffer;
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int marketEfficiency;
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std::string title, speech;
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public:
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CGObjectInstance * create(std::shared_ptr<const ObjectTemplate> tmpl = nullptr) const override;
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void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CDefaultObjectTypeHandler<CGMarket>&>(*this);
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h & marketModes;
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h & marketEfficiency;
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}
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};
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VCMI_LIB_NAMESPACE_END
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