mirror of
https://github.com/vcmi/vcmi.git
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204 lines
5.8 KiB
C++
204 lines
5.8 KiB
C++
#include "StdInc.h"
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#include "CRewardableConstructor.h"
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#include "../CRandomGenerator.h"
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#include "../StringConstants.h"
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#include "../CCreatureHandler.h"
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#include "JsonRandom.h"
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#include "../IGameCallback.h"
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/*
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* CRewardableConstructor.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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namespace {
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MetaString loadMessage(const JsonNode & value)
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{
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MetaString ret;
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if (value.getType() == JsonNode::DATA_FLOAT)
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ret.addTxt(MetaString::ADVOB_TXT, value.Float());
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else
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ret << value.String();
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return ret;
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}
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bool testForKey(const JsonNode & value, const std::string & key)
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{
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for( auto & reward : value["rewards"].Vector() )
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{
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if (!reward[key].isNull())
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return true;
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}
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return false;
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}
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}
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void CRandomRewardObjectInfo::init(const JsonNode & objectConfig)
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{
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parameters = objectConfig;
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}
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void CRandomRewardObjectInfo::configureObject(CRewardableObject * object, CRandomGenerator & rng) const
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{
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std::map<si32, si32> thrownDice;
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for (const JsonNode & reward : parameters["rewards"].Vector())
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{
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if (!reward["appearChance"].isNull())
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{
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JsonNode chance = reward["appearChance"];
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si32 diceID = chance["dice"].Float();
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if (thrownDice.count(diceID) == 0)
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thrownDice[diceID] = rng.getIntRange(1, 100)();
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if (!chance["min"].isNull())
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{
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int min = chance["min"].Float();
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if (min > thrownDice[diceID])
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continue;
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}
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if (!chance["max"].isNull())
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{
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int max = chance["max"].Float();
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if (max < thrownDice[diceID])
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continue;
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}
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}
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const JsonNode & limiter = reward["limiter"];
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CVisitInfo info;
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// load limiter
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info.limiter.numOfGrants = JsonRandom::loadValue(limiter["numOfGrants"], rng);
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info.limiter.dayOfWeek = JsonRandom::loadValue(limiter["dayOfWeek"], rng);
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info.limiter.minLevel = JsonRandom::loadValue(limiter["minLevel"], rng);
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info.limiter.resources = JsonRandom::loadResources(limiter["resources"], rng);
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info.limiter.primary = JsonRandom::loadPrimary(limiter["primary"], rng);
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info.limiter.secondary = JsonRandom::loadSecondary(limiter["secondary"], rng);
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info.limiter.artifacts = JsonRandom::loadArtifacts(limiter["artifacts"], rng);
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info.limiter.creatures = JsonRandom::loadCreatures(limiter["creatures"], rng);
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info.reward.resources = JsonRandom::loadResources(reward["resources"], rng);
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info.reward.gainedExp = JsonRandom::loadValue(reward["gainedExp"], rng);
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info.reward.gainedLevels = JsonRandom::loadValue(reward["gainedLevels"], rng);
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info.reward.manaDiff = JsonRandom::loadValue(reward["manaPoints"], rng);
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info.reward.manaPercentage = JsonRandom::loadValue(reward["manaPercentage"], rng, -1);
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info.reward.movePoints = JsonRandom::loadValue(reward["movePoints"], rng);
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info.reward.movePercentage = JsonRandom::loadValue(reward["movePercentage"], rng, -1);
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//FIXME: compile this line on Visual
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//info.reward.bonuses = JsonRandom::loadBonuses(reward["bonuses"]);
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info.reward.primary = JsonRandom::loadPrimary(reward["primary"], rng);
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info.reward.secondary = JsonRandom::loadSecondary(reward["secondary"], rng);
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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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info.reward.artifacts = JsonRandom::loadArtifacts(reward["artifacts"], rng);
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info.reward.spells = JsonRandom::loadSpells(reward["spells"], rng, spells);
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info.reward.creatures = JsonRandom::loadCreatures(reward["creatures"], rng);
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info.message = loadMessage(reward["message"]);
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info.selectChance = JsonRandom::loadValue(reward["selectChance"], rng);
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}
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object->onSelect = loadMessage(parameters["onSelectMessage"]);
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object->onVisited = loadMessage(parameters["onVisitedMessage"]);
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object->onEmpty = loadMessage(parameters["onEmptyMessage"]);
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//TODO: visitMode and selectMode
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object->soundID = parameters["soundID"].Float();
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object->resetDuration = parameters["resetDuration"].Float();
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object->canRefuse =parameters["canRefuse"].Bool();
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}
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bool CRandomRewardObjectInfo::givesResources() const
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{
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return testForKey(parameters, "resources");
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}
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bool CRandomRewardObjectInfo::givesExperience() const
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{
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return testForKey(parameters, "gainedExp") || testForKey(parameters, "gainedLevels");
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}
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bool CRandomRewardObjectInfo::givesMana() const
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{
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return testForKey(parameters, "manaPoints") || testForKey(parameters, "manaPercentage");
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}
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bool CRandomRewardObjectInfo::givesMovement() const
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{
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return testForKey(parameters, "movePoints") || testForKey(parameters, "movePercentage");
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}
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bool CRandomRewardObjectInfo::givesPrimarySkills() const
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{
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return testForKey(parameters, "primary");
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}
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bool CRandomRewardObjectInfo::givesSecondarySkills() const
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{
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return testForKey(parameters, "secondary");
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}
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bool CRandomRewardObjectInfo::givesArtifacts() const
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{
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return testForKey(parameters, "artifacts");
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}
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bool CRandomRewardObjectInfo::givesCreatures() const
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{
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return testForKey(parameters, "spells");
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}
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bool CRandomRewardObjectInfo::givesSpells() const
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{
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return testForKey(parameters, "creatures");
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}
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bool CRandomRewardObjectInfo::givesBonuses() const
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{
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return testForKey(parameters, "bonuses");
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}
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CRewardableConstructor::CRewardableConstructor()
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{
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}
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void CRewardableConstructor::initTypeData(const JsonNode & config)
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{
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AObjectTypeHandler::init(config);
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objectInfo.init(config);
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}
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CGObjectInstance * CRewardableConstructor::create(ObjectTemplate tmpl) const
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{
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auto ret = new CRewardableObject();
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ret->appearance = tmpl;
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return ret;
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}
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void CRewardableConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
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{
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objectInfo.configureObject(dynamic_cast<CRewardableObject*>(object), rng);
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}
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std::unique_ptr<IObjectInfo> CRewardableConstructor::getObjectInfo(ObjectTemplate tmpl) const
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{
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return std::unique_ptr<IObjectInfo>(new CRandomRewardObjectInfo(objectInfo));
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}
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