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363 lines
12 KiB
C++
363 lines
12 KiB
C++
/*
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* CTownHandler.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 <vcmi/Faction.h>
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#include <vcmi/FactionService.h>
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#include "ConstTransitivePtr.h"
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#include "ResourceSet.h"
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#include "int3.h"
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#include "GameConstants.h"
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#include "IHandlerBase.h"
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#include "LogicalExpression.h"
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#include "battle/BattleHex.h"
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#include "bonuses/Bonus.h"
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#include "bonuses/BonusList.h"
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#include "Point.h"
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#include "rewardable/Info.h"
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#include "filesystem/ResourcePath.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CLegacyConfigParser;
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class JsonNode;
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class CTown;
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class CFaction;
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struct BattleHex;
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class JsonSerializeFormat;
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/// a typical building encountered in every castle ;]
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/// this is structure available to both client and server
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/// contains all mechanics-related data about town structures
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class DLL_LINKAGE CBuilding
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{
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std::string modScope;
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std::string identifier;
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public:
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using TRequired = LogicalExpression<BuildingID>;
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CTown * town; // town this building belongs to
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TResources resources;
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TResources produce;
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TRequired requirements;
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BuildingID bid; //structure ID
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BuildingID upgrade; /// indicates that building "upgrade" can be improved by this, -1 = empty
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BuildingSubID::EBuildingSubID subId; /// subtype for special buildings, -1 = the building is not special
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std::set<BuildingID> overrideBids; /// the building which bonuses should be overridden with bonuses of the current building
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BonusList buildingBonuses;
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BonusList onVisitBonuses;
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Rewardable::Info rewardableObjectInfo; ///configurable rewards for special buildings
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enum EBuildMode
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{
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BUILD_NORMAL, // 0 - normal, default
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BUILD_AUTO, // 1 - auto - building appears when all requirements are built
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BUILD_SPECIAL, // 2 - special - building can not be built normally
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BUILD_GRAIL // 3 - grail - building reqires grail to be built
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} mode;
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enum ETowerHeight // for lookup towers and some grails
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{
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HEIGHT_NO_TOWER = 5, // building has not 'lookout tower' ability
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HEIGHT_LOW = 10, // low lookout tower, but castle without lookout tower gives radius 5
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HEIGHT_AVERAGE = 15,
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HEIGHT_HIGH = 20, // such tower is in the Tower town
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HEIGHT_SKYSHIP = std::numeric_limits<int>::max() // grail, open entire map
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} height;
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static const std::map<std::string, CBuilding::EBuildMode> MODES;
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static const std::map<std::string, CBuilding::ETowerHeight> TOWER_TYPES;
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CBuilding() : town(nullptr), mode(BUILD_NORMAL) {};
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const BuildingTypeUniqueID getUniqueTypeID() const;
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std::string getJsonKey() const;
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std::string getNameTranslated() const;
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std::string getDescriptionTranslated() const;
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std::string getBaseTextID() const;
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std::string getNameTextID() const;
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std::string getDescriptionTextID() const;
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//return base of upgrade(s) or this
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BuildingID getBase() const;
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// returns how many times build has to be upgraded to become build
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si32 getDistance(const BuildingID & build) const;
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STRONG_INLINE
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bool IsTradeBuilding() const
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{
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return bid == BuildingID::MARKETPLACE || subId == BuildingSubID::ARTIFACT_MERCHANT || subId == BuildingSubID::FREELANCERS_GUILD;
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}
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STRONG_INLINE
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bool IsWeekBonus() const
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{
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return subId == BuildingSubID::STABLES || subId == BuildingSubID::MANA_VORTEX;
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}
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STRONG_INLINE
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bool IsVisitingBonus() const
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{
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return subId == BuildingSubID::ATTACK_VISITING_BONUS ||
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subId == BuildingSubID::DEFENSE_VISITING_BONUS ||
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subId == BuildingSubID::SPELL_POWER_VISITING_BONUS ||
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subId == BuildingSubID::KNOWLEDGE_VISITING_BONUS ||
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subId == BuildingSubID::EXPERIENCE_VISITING_BONUS ||
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subId == BuildingSubID::CUSTOM_VISITING_BONUS;
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}
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void addNewBonus(const std::shared_ptr<Bonus> & b, BonusList & bonusList) const;
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friend class CTownHandler;
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};
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/// This is structure used only by client
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/// Consists of all gui-related data about town structures
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/// Should be moved from lib to client
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struct DLL_LINKAGE CStructure
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{
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CBuilding * building; // base building. If null - this structure will be always present on screen
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CBuilding * buildable; // building that will be used to determine built building and visible cost. Usually same as "building"
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int3 pos;
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AnimationPath defName;
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ImagePath borderName;
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ImagePath areaName;
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std::string identifier;
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bool hiddenUpgrade; // used only if "building" is upgrade, if true - structure on town screen will behave exactly like parent (mouse clicks, hover texts, etc)
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};
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struct DLL_LINKAGE SPuzzleInfo
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{
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ui16 number; //type of puzzle
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si16 x, y; //position
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ui16 whenUncovered; //determines the sequnce of discovering (the lesser it is the sooner puzzle will be discovered)
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ImagePath filename; //file with graphic of this puzzle
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};
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class DLL_LINKAGE CFaction : public Faction
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{
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friend class CTownHandler;
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friend class CBuilding;
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friend class CTown;
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std::string modScope;
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std::string identifier;
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FactionID index = FactionID::NEUTRAL;
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FactionID getFaction() const override; //This function should not be used
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public:
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TerrainId nativeTerrain;
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EAlignment alignment = EAlignment::NEUTRAL;
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bool preferUndergroundPlacement = false;
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/// Boat that will be used by town shipyard (if any)
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/// and for placing heroes directly on boat (in map editor, water prisons & taverns)
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BoatId boatType = BoatId::CASTLE;
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CTown * town = nullptr; //NOTE: can be null
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ImagePath creatureBg120;
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ImagePath creatureBg130;
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std::vector<SPuzzleInfo> puzzleMap;
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CFaction() = default;
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~CFaction();
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int32_t getIndex() const override;
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int32_t getIconIndex() const override;
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std::string getJsonKey() const override;
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void registerIcons(const IconRegistar & cb) const override;
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FactionID getId() const override;
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std::string getNameTranslated() const override;
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std::string getNameTextID() const override;
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bool hasTown() const override;
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TerrainId getNativeTerrain() const override;
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EAlignment getAlignment() const override;
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BoatId getBoatType() const override;
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void updateFrom(const JsonNode & data);
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void serializeJson(JsonSerializeFormat & handler);
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};
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class DLL_LINKAGE CTown
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{
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friend class CTownHandler;
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size_t namesCount = 0;
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public:
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CTown();
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~CTown();
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std::string getBuildingScope() const;
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std::set<si32> getAllBuildings() const;
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const CBuilding * getSpecialBuilding(BuildingSubID::EBuildingSubID subID) const;
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std::string getGreeting(BuildingSubID::EBuildingSubID subID) const;
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void setGreeting(BuildingSubID::EBuildingSubID subID, const std::string & message) const; //may affect only mutable field
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BuildingID getBuildingType(BuildingSubID::EBuildingSubID subID) const;
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std::string getRandomNameTextID(size_t index) const;
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size_t getRandomNamesCount() const;
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CFaction * faction;
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/// level -> list of creatures on this tier
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// TODO: replace with pointers to CCreature
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std::vector<std::vector<CreatureID> > creatures;
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std::map<BuildingID, ConstTransitivePtr<CBuilding> > buildings;
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std::vector<std::string> dwellings; //defs for adventure map dwellings for new towns, [0] means tier 1 creatures etc.
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std::vector<std::string> dwellingNames;
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// should be removed at least from configs in favor of auto-detection
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std::map<int,int> hordeLvl; //[0] - first horde building creature level; [1] - second horde building (-1 if not present)
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ui32 mageLevel; //max available mage guild level
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GameResID primaryRes;
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ArtifactID warMachine;
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SpellID moatAbility;
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// default chance for hero of specific class to appear in tavern, if field "tavern" was not set
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// resulting chance = sqrt(town.chance * heroClass.chance)
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ui32 defaultTavernChance;
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// Client-only data. Should be moved away from lib
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struct ClientInfo
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{
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//icons [fort is present?][build limit reached?] -> index of icon in def files
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int icons[2][2];
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std::string iconSmall[2][2]; /// icon names used during loading
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std::string iconLarge[2][2];
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VideoPath tavernVideo;
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AudioPath musicTheme;
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ImagePath townBackground;
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ImagePath guildBackground;
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ImagePath guildWindow;
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AnimationPath buildingsIcons;
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ImagePath hallBackground;
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/// vector[row][column] = list of buildings in this slot
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std::vector< std::vector< std::vector<BuildingID> > > hallSlots;
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/// list of town screen structures.
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/// NOTE: index in vector is meaningless. Vector used instead of list for a bit faster access
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std::vector<ConstTransitivePtr<CStructure> > structures;
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std::string siegePrefix;
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std::vector<Point> siegePositions;
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CreatureID siegeShooter; // shooter creature ID
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std::string towerIconSmall;
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std::string towerIconLarge;
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} clientInfo;
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private:
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///generated bonusing buildings messages for all towns of this type.
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mutable std::map<BuildingSubID::EBuildingSubID, const std::string> specialMessages; //may be changed by CGTownBuilding::getVisitingBonusGreeting() const
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};
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class DLL_LINKAGE CTownHandler : public CHandlerBase<FactionID, Faction, CFaction, FactionService>
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{
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struct BuildingRequirementsHelper
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{
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JsonNode json;
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CBuilding * building;
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CTown * town;
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};
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std::map<CTown *, JsonNode> warMachinesToLoad;
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std::vector<BuildingRequirementsHelper> requirementsToLoad;
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std::vector<BuildingRequirementsHelper> overriddenBidsToLoad; //list of buildings, which bonuses should be overridden.
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static const TPropagatorPtr & emptyPropagator();
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void initializeRequirements();
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void initializeOverridden();
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void initializeWarMachines();
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/// loads CBuilding's into town
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void loadBuildingRequirements(CBuilding * building, const JsonNode & source, std::vector<BuildingRequirementsHelper> & bidsToLoad) const;
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void loadBuilding(CTown * town, const std::string & stringID, const JsonNode & source);
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void loadBuildings(CTown * town, const JsonNode & source);
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std::shared_ptr<Bonus> createBonus(CBuilding * build, BonusType type, int val) const;
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std::shared_ptr<Bonus> createBonus(CBuilding * build, BonusType type, int val, BonusSubtypeID subtype) const;
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std::shared_ptr<Bonus> createBonus(CBuilding * build, BonusType type, int val, BonusSubtypeID subtype, const TPropagatorPtr & prop) const;
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std::shared_ptr<Bonus> createBonusImpl(const BuildingID & building,
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const FactionID & faction,
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BonusType type,
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int val,
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const TPropagatorPtr & prop,
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const std::string & description,
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BonusSubtypeID subtype) const;
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/// loads CStructure's into town
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void loadStructure(CTown & town, const std::string & stringID, const JsonNode & source) const;
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void loadStructures(CTown & town, const JsonNode & source) const;
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/// loads town hall vector (hallSlots)
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void loadTownHall(CTown & town, const JsonNode & source) const;
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void loadSiegeScreen(CTown & town, const JsonNode & source) const;
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void loadClientData(CTown & town, const JsonNode & source) const;
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void loadTown(CTown * town, const JsonNode & source);
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void loadPuzzle(CFaction & faction, const JsonNode & source) const;
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void loadRandomFaction();
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public:
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template<typename R, typename K>
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static R getMappedValue(const K key, const R defval, const std::map<K, R> & map, bool required = true);
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template<typename R>
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static R getMappedValue(const JsonNode & node, const R defval, const std::map<std::string, R> & map, bool required = true);
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CTown * randomTown;
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CFaction * randomFaction;
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CTownHandler();
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~CTownHandler();
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std::vector<JsonNode> loadLegacyData() override;
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void loadObject(std::string scope, std::string name, const JsonNode & data) override;
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void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
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void addBonusesForVanilaBuilding(CBuilding * building) const;
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void loadCustom() override;
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void afterLoadFinalization() override;
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std::set<FactionID> getDefaultAllowed() const;
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std::set<FactionID> getAllowedFactions(bool withTown = true) const;
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static void loadSpecialBuildingBonuses(const JsonNode & source, BonusList & bonusList, CBuilding * building);
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protected:
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const std::vector<std::string> & getTypeNames() const override;
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CFaction * loadFromJson(const std::string & scope, const JsonNode & data, const std::string & identifier, size_t index) override;
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};
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VCMI_LIB_NAMESPACE_END
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