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The following entities can now be banned in a random map template definition: - Hero - Artifact - Spell - Secondary skill The ban follows the same rules as banning via the map settings in the map editor. It is also now possible to bypass dependencies and access identifiers from mods that are not dependencies when defining: - Banned entities in random map templates - the chance of a hero class appearing in a tavern of a specific faction - the chance of a spell appearing in a mage guild of a specific faction - the chance of a hero class receiving a secondary skill For this to work, the identifier must be specified in full, e.g. `modName:objectName`. If the specified mod is not active, the game will silently ignore this entry. This behaviour is not affected by mod load order. It is possible to use this format to access a mod that has not yet been loaded.
219 lines
8.0 KiB
C++
219 lines
8.0 KiB
C++
/*
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* CHeroClassHandler.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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#include "StdInc.h"
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#include "CHeroClassHandler.h"
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#include "CHeroClass.h"
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#include "../faction/CTown.h"
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#include "../faction/CTownHandler.h"
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#include "../../CSkillHandler.h"
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#include "../../IGameSettings.h"
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#include "../../GameLibrary.h"
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#include "../../constants/StringConstants.h"
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#include "../../json/JsonNode.h"
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#include "../../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../../modding/IdentifierStorage.h"
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#include "../../texts/CGeneralTextHandler.h"
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#include "../../texts/CLegacyConfigParser.h"
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VCMI_LIB_NAMESPACE_BEGIN
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void CHeroClassHandler::fillPrimarySkillData(const JsonNode & node, CHeroClass * heroClass, PrimarySkill pSkill) const
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{
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const auto & skillName = NPrimarySkill::names[pSkill.getNum()];
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auto currentPrimarySkillValue = static_cast<int>(node["primarySkills"][skillName].Integer());
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int primarySkillLegalMinimum = LIBRARY->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, pSkill.getNum());
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if(currentPrimarySkillValue < primarySkillLegalMinimum)
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{
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logMod->error("Hero class '%s' has incorrect initial value '%d' for skill '%s'. Value '%d' will be used instead.",
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heroClass->getNameTranslated(), currentPrimarySkillValue, skillName, primarySkillLegalMinimum);
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currentPrimarySkillValue = primarySkillLegalMinimum;
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}
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heroClass->primarySkillInitial.push_back(currentPrimarySkillValue);
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heroClass->primarySkillLowLevel.push_back(static_cast<int>(node["lowLevelChance"][skillName].Float()));
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heroClass->primarySkillHighLevel.push_back(static_cast<int>(node["highLevelChance"][skillName].Float()));
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}
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const std::vector<std::string> & CHeroClassHandler::getTypeNames() const
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{
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static const std::vector<std::string> typeNames = { "heroClass" };
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return typeNames;
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}
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std::shared_ptr<CHeroClass> CHeroClassHandler::loadFromJson(const std::string & scope, const JsonNode & node, const std::string & identifier, size_t index)
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{
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assert(identifier.find(':') == std::string::npos);
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assert(!scope.empty());
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std::string affinityStr[2] = { "might", "magic" };
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auto heroClass = std::make_shared<CHeroClass>();
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heroClass->id = HeroClassID(index);
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heroClass->identifier = identifier;
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heroClass->modScope = scope;
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heroClass->imageBattleFemale = AnimationPath::fromJson(node["animation"]["battle"]["female"]);
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heroClass->imageBattleMale = AnimationPath::fromJson(node["animation"]["battle"]["male"]);
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//MODS COMPATIBILITY FOR 0.96
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heroClass->imageMapFemale = node["animation"]["map"]["female"].String();
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heroClass->imageMapMale = node["animation"]["map"]["male"].String();
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LIBRARY->generaltexth->registerString(scope, heroClass->getNameTextID(), node["name"].String());
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if (vstd::contains(affinityStr, node["affinity"].String()))
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{
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heroClass->affinity = vstd::find_pos(affinityStr, node["affinity"].String());
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}
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else
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{
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logGlobal->error("Mod '%s', hero class '%s': invalid affinity '%s'! Expected 'might' or 'magic'!", scope, identifier, node["affinity"].String());
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heroClass->affinity = CHeroClass::MIGHT;
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}
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fillPrimarySkillData(node, heroClass.get(), PrimarySkill::ATTACK);
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fillPrimarySkillData(node, heroClass.get(), PrimarySkill::DEFENSE);
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fillPrimarySkillData(node, heroClass.get(), PrimarySkill::SPELL_POWER);
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fillPrimarySkillData(node, heroClass.get(), PrimarySkill::KNOWLEDGE);
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auto percentSumm = std::accumulate(heroClass->primarySkillLowLevel.begin(), heroClass->primarySkillLowLevel.end(), 0);
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if(percentSumm <= 0)
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logMod->error("Hero class %s has wrong lowLevelChance values: must be above zero!", heroClass->identifier, percentSumm);
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percentSumm = std::accumulate(heroClass->primarySkillHighLevel.begin(), heroClass->primarySkillHighLevel.end(), 0);
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if(percentSumm <= 0)
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logMod->error("Hero class %s has wrong highLevelChance values: must be above zero!", heroClass->identifier, percentSumm);
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for(auto skillPair : node["secondarySkills"].Struct())
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{
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int probability = static_cast<int>(skillPair.second.Integer());
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LIBRARY->identifiers()->requestIdentifierIfFound(skillPair.second.getModScope(), "skill", skillPair.first, [heroClass, probability](si32 skillID) {
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heroClass->secSkillProbability[skillID] = probability;
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});
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}
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LIBRARY->identifiers()->requestIdentifier ("creature", node["commander"], [=](si32 commanderID) {
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heroClass->commander = CreatureID(commanderID);
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});
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heroClass->defaultTavernChance = static_cast<ui32>(node["defaultTavern"].Float());
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for(const auto & tavern : node["tavern"].Struct())
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{
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int value = static_cast<int>(tavern.second.Float());
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LIBRARY->identifiers()->requestIdentifierIfFound(tavern.second.getModScope(), "faction", tavern.first, [=](si32 factionID) {
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heroClass->selectionProbability[FactionID(factionID)] = value;
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});
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}
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LIBRARY->identifiers()->requestIdentifier("faction", node["faction"], [=](si32 factionID) {
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heroClass->faction.setNum(factionID);
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});
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LIBRARY->identifiers()->requestIdentifier(scope, "object", "hero", [=](si32 index) {
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JsonNode classConf = node["mapObject"];
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classConf["heroClass"].String() = identifier;
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if (!node["compatibilityIdentifiers"].isNull())
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classConf["compatibilityIdentifiers"] = node["compatibilityIdentifiers"];
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classConf.setModScope(scope);
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LIBRARY->objtypeh->loadSubObject(identifier, classConf, index, heroClass->getIndex());
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});
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return heroClass;
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}
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std::vector<JsonNode> CHeroClassHandler::loadLegacyData()
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{
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size_t dataSize = LIBRARY->engineSettings()->getInteger(EGameSettings::TEXTS_HERO_CLASS);
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objects.resize(dataSize);
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std::vector<JsonNode> h3Data;
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h3Data.reserve(dataSize);
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CLegacyConfigParser parser(TextPath::builtin("DATA/HCTRAITS.TXT"));
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parser.endLine(); // header
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parser.endLine();
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for (size_t i=0; i<dataSize; i++)
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{
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JsonNode entry;
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entry["name"].String() = parser.readString();
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parser.readNumber(); // unused aggression
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for(const auto & name : NPrimarySkill::names)
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entry["primarySkills"][name].Float() = parser.readNumber();
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for(const auto & name : NPrimarySkill::names)
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entry["lowLevelChance"][name].Float() = parser.readNumber();
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for(const auto & name : NPrimarySkill::names)
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entry["highLevelChance"][name].Float() = parser.readNumber();
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for(const auto & name : NSecondarySkill::names)
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entry["secondarySkills"][name].Float() = parser.readNumber();
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for(const auto & name : NFaction::names)
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entry["tavern"][name].Float() = parser.readNumber();
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parser.endLine();
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h3Data.push_back(entry);
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}
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return h3Data;
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}
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void CHeroClassHandler::afterLoadFinalization()
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{
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// for each pair <class, town> set selection probability if it was not set before in tavern entries
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for(auto & heroClass : objects)
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{
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for(auto & faction : LIBRARY->townh->objects)
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{
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if (!faction->town)
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continue;
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if (heroClass->selectionProbability.count(faction->getId()))
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continue;
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auto chance = static_cast<float>(heroClass->defaultTavernChance * faction->town->defaultTavernChance);
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heroClass->selectionProbability[faction->getId()] = static_cast<int>(sqrt(chance) + 0.5); //FIXME: replace with std::round once MVS supports it
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}
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// set default probabilities for gaining secondary skills where not loaded previously
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for(int skillID = 0; skillID < LIBRARY->skillh->size(); skillID++)
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{
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if(heroClass->secSkillProbability.count(skillID) == 0)
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{
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const CSkill * skill = (*LIBRARY->skillh)[SecondarySkill(skillID)];
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logMod->trace("%s: no probability for %s, using default", heroClass->identifier, skill->getJsonKey());
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heroClass->secSkillProbability[skillID] = skill->gainChance[heroClass->affinity];
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}
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}
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}
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for(const auto & hc : objects)
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{
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if(!hc->imageMapMale.empty())
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{
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JsonNode templ;
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templ["animation"].String() = hc->imageMapMale;
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LIBRARY->objtypeh->getHandlerFor(Obj::HERO, hc->getIndex())->addTemplate(templ);
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}
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}
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}
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CHeroClassHandler::~CHeroClassHandler() = default;
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VCMI_LIB_NAMESPACE_END
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