1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-20 20:23:03 +02:00
vcmi/lib/CCreatureHandler.h
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00

278 lines
8.7 KiB
C++

/*
* CCreatureHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "HeroBonus.h"
#include "ConstTransitivePtr.h"
#include "ResourceSet.h"
#include "GameConstants.h"
#include "JsonNode.h"
#include "IHandlerBase.h"
#include "CRandomGenerator.h"
class CLegacyConfigParser;
class CCreatureHandler;
class CCreature;
class DLL_LINKAGE CCreature : public CBonusSystemNode
{
public:
std::string identifier;
std::string nameRef; // reference name, stringID
std::string nameSing;// singular name, e.g. Centaur
std::string namePl; // plural name, e.g. Centaurs
std::string abilityText; //description of abilities
CreatureID idNumber;
TFaction faction;
ui8 level; // 0 - unknown; 1-7 for "usual" creatures
//stats that are not handled by bonus system
ui32 fightValue, AIValue, growth, hordeGrowth;
ui32 ammMin, ammMax; // initial size of stack of these creatures on adventure map (if not set in editor)
bool doubleWide;
bool special; // Creature is not available normally (war machines, commanders, several unused creatures, etc
TResources cost; //cost[res_id] - amount of that resource required to buy creature from dwelling
std::set<CreatureID> upgrades; // IDs of creatures to which this creature can be upgraded
std::string animDefName; // creature animation used during battles
std::string advMapDef; //for new creatures only, image for adventure map
si32 iconIndex; // index of icon in files like twcrport
/// names of files with appropriate icons. Used only during loading
std::string smallIconName;
std::string largeIconName;
struct CreatureAnimation
{
double timeBetweenFidgets, idleAnimationTime,
walkAnimationTime, attackAnimationTime, flightAnimationDistance;
int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX,
upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
std::vector<double> missleFrameAngles;
int troopCountLocationOffset, attackClimaxFrame;
std::string projectileImageName;
//bool projectileSpin; //if true, appropriate projectile is spinning during flight
template <typename Handler> void serialize(Handler &h, const int version)
{
h & timeBetweenFidgets;
h & idleAnimationTime;
h & walkAnimationTime;
h & attackAnimationTime;
h & flightAnimationDistance;
h & upperRightMissleOffsetX;
h & rightMissleOffsetX;
h & lowerRightMissleOffsetX;
h & upperRightMissleOffsetY;
h & rightMissleOffsetY;
h & lowerRightMissleOffsetY;
h & missleFrameAngles;
h & troopCountLocationOffset;
h & attackClimaxFrame;
h & projectileImageName;
}
} animation;
//sound info
struct CreatureBattleSounds
{
std::string attack;
std::string defend;
std::string killed; // was killed or died
std::string move;
std::string shoot; // range attack
std::string wince; // attacked but did not die
std::string startMoving;
std::string endMoving;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & attack;
h & defend;
h & killed;
h & move;
h & shoot;
h & wince;
h & startMoving;
h & endMoving;
}
} sounds;
ArtifactID warMachine;
bool isItNativeTerrain(int terrain) const;
bool isDoubleWide() const; //returns true if unit is double wide on battlefield
bool isFlying() const; //returns true if it is a flying unit
bool isShooting() const; //returns true if unit can shoot
bool isUndead() const; //returns true if unit is undead
bool isGood () const;
bool isEvil () const;
si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought
static int getQuantityID(const int & quantity); //1 - a few, 2 - several, 3 - pack, 4 - lots, 5 - horde, 6 - throng, 7 - swarm, 8 - zounds, 9 - legion
static int estimateCreatureCount(ui32 countID); //reverse version of above function, returns middle of range
bool isMyUpgrade(const CCreature *anotherCre) const;
bool valid() const;
void setId(CreatureID ID); //assigns idNumber and updates bonuses to reference it
void addBonus(int val, Bonus::BonusType type, int subtype = -1);
std::string nodeName() const override;
template<typename RanGen>
int getRandomAmount(RanGen ranGen) const
{
if(ammMax == ammMin)
return ammMax;
else
return ammMin + (ranGen() % (ammMax - ammMin));
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CBonusSystemNode&>(*this);
h & namePl;
h & nameSing;
h & nameRef;
h & cost;
h & upgrades;
h & fightValue;
h & AIValue;
h & growth;
h & hordeGrowth;
h & ammMin;
h & ammMax;
h & level;
h & abilityText;
h & animDefName;
h & advMapDef;
h & iconIndex;
h & smallIconName;
h & largeIconName;
h & idNumber;
h & faction;
h & sounds;
h & animation;
h & doubleWide;
h & special;
if(version>=759)
{
h & identifier;
}
if(version >= 771)
{
h & warMachine;
}
else if(!h.saving)
{
fillWarMachine();
}
}
CCreature();
private:
void fillWarMachine();
};
class DLL_LINKAGE CCreatureHandler : public IHandlerBase
{
private:
CBonusSystemNode allCreatures;
CBonusSystemNode creaturesOfLevel[GameConstants::CREATURES_PER_TOWN + 1];//index 0 is used for creatures of unknown tier or outside <1-7> range
/// load one creature from json config
CCreature * loadFromJson(const JsonNode & node, const std::string & identifier);
void loadJsonAnimation(CCreature * creature, const JsonNode & graphics);
void loadStackExperience(CCreature * creature, const JsonNode &input);
void loadCreatureJson(CCreature * creature, const JsonNode & config);
/// loading functions
/// adding abilities from ZCRTRAIT.TXT
void loadBonuses(JsonNode & creature, std::string bonuses);
/// load all creatures from H3 files
void load();
void loadCommanders();
/// load creature from json structure
void load(std::string creatureID, const JsonNode & node);
/// read cranim.txt file from H3
void loadAnimationInfo(std::vector<JsonNode> & h3Data);
/// read one line from cranim.txt
void loadUnitAnimInfo(JsonNode & unit, CLegacyConfigParser &parser);
/// parse crexpbon.txt file from H3
void loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser &parser);
/// help function for parsing CREXPBON.txt
int stringToNumber(std::string & s);
public:
std::set<CreatureID> doubledCreatures; //they get double week
std::vector<ConstTransitivePtr<CCreature> > creatures; //creature ID -> creature info.
//stack exp
std::vector<std::vector<ui32> > expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
std::vector<ui32> maxExpPerBattle; //%, tiers same as above
si8 expAfterUpgrade;//multiplier in %
//Commanders
BonusList commanderLevelPremy; //bonus values added with each level-up
std::vector< std::vector <ui8> > skillLevels; //how much of a bonus will be given to commander with every level. SPELL_POWER also gives CASTS and RESISTANCE
std::vector <std::pair <std::shared_ptr<Bonus>, std::pair <ui8, ui8> > > skillRequirements; // first - Bonus, second - which two skills are needed to use it
const CCreature * getCreature(const std::string & scope, const std::string & identifier) const;
void deserializationFix();
CreatureID pickRandomMonster(CRandomGenerator & rand, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
void addBonusForTier(int tier, std::shared_ptr<Bonus> b); //tier must be <1-7>
void addBonusForAllCreatures(std::shared_ptr<Bonus> b);
CCreatureHandler();
~CCreatureHandler();
/// load all creatures from H3 files
void loadCrExpBon();
/// generates tier-specific bonus tree entries
void buildBonusTreeForTiers();
void afterLoadFinalization() override;
std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
void loadObject(std::string scope, std::string name, const JsonNode & data) override;
void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
std::vector<bool> getDefaultAllowed() const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
//TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
h & doubledCreatures;
h & creatures;
h & expRanks;
h & maxExpPerBattle;
h & expAfterUpgrade;
h & skillLevels;
h & skillRequirements;
h & commanderLevelPremy;
h & allCreatures;
h & creaturesOfLevel;
BONUS_TREE_DESERIALIZATION_FIX
}
};