mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-26 08:41:13 +02:00
98 lines
2.7 KiB
C++
98 lines
2.7 KiB
C++
/*
|
|
* CBankInstanceConstructor.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 "CDefaultObjectTypeHandler.h"
|
|
#include "IObjectInfo.h"
|
|
|
|
#include "../CCreatureSet.h"
|
|
#include "../ResourceSet.h"
|
|
#include "../mapObjects/CBank.h"
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
struct BankConfig
|
|
{
|
|
ui32 chance = 0; //chance for this level being chosen
|
|
std::vector<CStackBasicDescriptor> guards; //creature ID, amount
|
|
ResourceSet resources; //resources given in case of victory
|
|
std::vector<CStackBasicDescriptor> creatures; //creatures granted in case of victory (creature ID, amount)
|
|
std::vector<ArtifactID> artifacts; //artifacts given in case of victory
|
|
std::vector<SpellID> spells; // granted spell(s), for Pyramid
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & chance;
|
|
h & guards;
|
|
h & resources;
|
|
h & creatures;
|
|
h & artifacts;
|
|
h & spells;
|
|
}
|
|
};
|
|
|
|
using TPossibleGuards = std::vector<std::pair<ui8, IObjectInfo::CArmyStructure>>;
|
|
|
|
template <typename T>
|
|
struct DLL_LINKAGE PossibleReward
|
|
{
|
|
int chance;
|
|
T data;
|
|
|
|
PossibleReward(int chance, const T & data) : chance(chance), data(data) {}
|
|
};
|
|
|
|
class DLL_LINKAGE CBankInfo : public IObjectInfo
|
|
{
|
|
const JsonVector & config;
|
|
public:
|
|
CBankInfo(const JsonVector & Config);
|
|
|
|
TPossibleGuards getPossibleGuards() const;
|
|
std::vector<PossibleReward<TResources>> getPossibleResourcesReward() const;
|
|
std::vector<PossibleReward<CStackBasicDescriptor>> getPossibleCreaturesReward() const;
|
|
|
|
// These functions should try to evaluate minimal possible/max possible guards to give provide information on possible thread to AI
|
|
CArmyStructure minGuards() const override;
|
|
CArmyStructure maxGuards() const override;
|
|
|
|
bool givesResources() const override;
|
|
bool givesArtifacts() const override;
|
|
bool givesCreatures() const override;
|
|
bool givesSpells() const override;
|
|
};
|
|
|
|
class CBankInstanceConstructor : public CDefaultObjectTypeHandler<CBank>
|
|
{
|
|
BankConfig generateConfig(const JsonNode & conf, CRandomGenerator & rng) const;
|
|
|
|
JsonVector levels;
|
|
|
|
// all banks of this type will be reset N days after clearing,
|
|
si32 bankResetDuration = 0;
|
|
|
|
// bank is only visitable from adjacent tile
|
|
bool blockVisit;
|
|
// bank is visitable from land even when bank is on water tile
|
|
bool coastVisitable;
|
|
protected:
|
|
void initTypeData(const JsonNode & input) override;
|
|
|
|
public:
|
|
|
|
void randomizeObject(CBank * object, CRandomGenerator & rng) const override;
|
|
|
|
bool hasNameTextID() const override;
|
|
|
|
std::unique_ptr<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const override;
|
|
};
|
|
|
|
VCMI_LIB_NAMESPACE_END
|