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#include "npc_class.h"
#include <algorithm>
#include <array>
#include <cstddef>
#include <iterator>
#include <list>
#include <set>
#include <string>
#include <utility>
#include "avatar.h"
#include "condition.h"
#include "debug.h"
#include "generic_factory.h"
#include "item_group.h"
#include "itype.h"
#include "json.h"
#include "mutation.h"
#include "rng.h"
#include "skill.h"
#include "trait_group.h"
const npc_class_id NC_ARSONIST( "NC_ARSONIST" );
const npc_class_id NC_BARTENDER( "NC_BARTENDER" );
const npc_class_id NC_BOUNTY_HUNTER( "NC_BOUNTY_HUNTER" );
const npc_class_id NC_COWBOY( "NC_COWBOY" );
const npc_class_id NC_CYBORG( "NC_CYBORG" );
const npc_class_id NC_DOCTOR( "NC_DOCTOR" );
const npc_class_id NC_EVAC_SHOPKEEP( "NC_EVAC_SHOPKEEP" );
const npc_class_id NC_HACKER( "NC_HACKER" );
const npc_class_id NC_HALLU( "NC_HALLU" );
const npc_class_id NC_HUNTER( "NC_HUNTER" );
const npc_class_id NC_JUNK_SHOPKEEP( "NC_JUNK_SHOPKEEP" );
const npc_class_id NC_NINJA( "NC_NINJA" );
const npc_class_id NC_NONE( "NC_NONE" );
const npc_class_id NC_SCAVENGER( "NC_SCAVENGER" );
const npc_class_id NC_SCIENTIST( "NC_SCIENTIST" );
const npc_class_id NC_SHOPKEEP( "NC_SHOPKEEP" );
const npc_class_id NC_SOLDIER( "NC_SOLDIER" );
const npc_class_id NC_THUG( "NC_THUG" );
const npc_class_id NC_TRADER( "NC_TRADER" );
static const std::array<npc_class_id, 19> legacy_ids = {{
NC_NONE,
NC_EVAC_SHOPKEEP, // Found in the Evacuation Center, unique, has more goods than he should be able to carry
NC_SHOPKEEP, // Found in towns. Stays in his shop mostly.
NC_HACKER, // Weak in combat but has hacking skills and equipment
NC_CYBORG, // Broken Cyborg rescued from a lab
NC_DOCTOR, // Found in towns, or roaming. Stays in the clinic.
NC_TRADER, // Roaming trader, journeying between towns.
NC_NINJA, // Specializes in unarmed combat, carries few items
NC_COWBOY, // Gunslinger and survivalist
NC_SCIENTIST, // Uses intelligence-based skills and high-tech items
NC_BOUNTY_HUNTER, // Resourceful and well-armored
NC_THUG, // Moderate melee skills and poor equipment
NC_SCAVENGER, // Good with pistols light weapons
NC_ARSONIST, // Evacuation Center, restocks Molotovs and anarchist type stuff
NC_HUNTER, // Survivor type good with bow or rifle
NC_SOLDIER, // Well equipped and trained combatant, good with rifles and melee
NC_BARTENDER, // Stocks alcohol
NC_JUNK_SHOPKEEP, // Stocks wide range of items...
NC_HALLU // Hallucinatory NPCs
}
};
static generic_factory<npc_class> npc_class_factory( "npc_class" );
/** @relates string_id */
template<>
const npc_class &string_id<npc_class>::obj() const
{
return npc_class_factory.obj( *this );
}
/** @relates string_id */
template<>
bool string_id<npc_class>::is_valid() const
{
return npc_class_factory.is_valid( *this );
}
npc_class::npc_class() : id( NC_NONE )
{
}
void npc_class::load_npc_class( const JsonObject &jo, const std::string &src )
{
npc_class_factory.load( jo, src );
}
void npc_class::reset_npc_classes()
{
npc_class_factory.reset();
}
// Copies the value under the key "ALL" to all unassigned skills
template <typename T>
void apply_all_to_unassigned( T &skills )
{
auto iter = std::find_if( skills.begin(), skills.end(),
[]( decltype( *begin( skills ) ) &pr ) {
return pr.first.str() == "ALL";
} );
if( iter != skills.end() ) {
distribution dis = iter->second;
skills.erase( iter );
for( const Skill &sk : Skill::skills ) {
if( skills.count( sk.ident() ) == 0 ) {
skills[ sk.ident() ] = dis;
}
}
}
}
void npc_class::finalize_all()
{
for( const npc_class &cl_const : npc_class_factory.get_all() ) {
npc_class &cl = const_cast<npc_class &>( cl_const );
apply_all_to_unassigned( cl.skills );
apply_all_to_unassigned( cl.bonus_skills );
for( const auto &pr : cl.bonus_skills ) {
if( cl.skills.count( pr.first ) == 0 ) {
cl.skills[ pr.first ] = pr.second;
} else {
cl.skills[ pr.first ] = cl.skills[ pr.first ] + pr.second;
}
}
}
}
void npc_class::check_consistency()
{
for( const npc_class_id &legacy : legacy_ids ) {
if( !npc_class_factory.is_valid( legacy ) ) {
debugmsg( "Missing legacy npc class %s (at index %d)",
legacy.c_str(), &legacy - legacy_ids.data() );
}
}
for( const npc_class &cl : npc_class_factory.get_all() ) {
for( const shopkeeper_item_group &ig : cl.shop_item_groups ) {
if( !item_group::group_is_defined( ig.id ) ) {
debugmsg( "Missing shopkeeper item group %s", ig.id.c_str() );
}
}
if( !cl.worn_override.is_empty() && !item_group::group_is_defined( cl.worn_override ) ) {
debugmsg( "Missing worn override item group %s", cl.worn_override.c_str() );
}
if( !cl.carry_override.is_empty() && !item_group::group_is_defined( cl.carry_override ) ) {
debugmsg( "Missing carry override item group %s", cl.carry_override.c_str() );
}
if( !cl.weapon_override.is_empty() && !item_group::group_is_defined( cl.weapon_override ) ) {
debugmsg( "Missing weapon override item group %s", cl.weapon_override.c_str() );
}
for( const auto &pr : cl.skills ) {
if( !pr.first.is_valid() ) {
debugmsg( "Invalid skill %s", pr.first.c_str() );
}
}
if( !cl.traits.is_valid() ) {
debugmsg( "Trait group %s is undefined", cl.traits.c_str() );
}
}
}
static distribution load_distribution( const JsonObject &jo )
{
if( jo.has_float( "constant" ) ) {
return distribution::constant( jo.get_float( "constant" ) );
}
if( jo.has_float( "one_in" ) ) {
return distribution::one_in( jo.get_float( "one_in" ) );
}
if( jo.has_array( "dice" ) ) {
JsonArray jarr = jo.get_array( "dice" );
return distribution::dice_roll( jarr.get_int( 0 ), jarr.get_int( 1 ) );
}
if( jo.has_array( "rng" ) ) {
JsonArray jarr = jo.get_array( "rng" );
return distribution::rng_roll( jarr.get_int( 0 ), jarr.get_int( 1 ) );
}
if( jo.has_array( "sum" ) ) {
JsonArray jarr = jo.get_array( "sum" );
distribution ret = load_distribution( jarr.next_object() );
while( jarr.has_more() ) {
ret = ret + load_distribution( jarr.next_object() );
}
return ret;
}
if( jo.has_array( "mul" ) ) {
JsonArray jarr = jo.get_array( "mul" );
distribution ret = load_distribution( jarr.next_object() );
while( jarr.has_more() ) {
ret = ret * load_distribution( jarr.next_object() );
}
return ret;
}
jo.throw_error( "Invalid distribution" );
}
static distribution load_distribution( const JsonObject &jo, const std::string_view name )
{
if( !jo.has_member( name ) ) {
return distribution();
}
if( jo.has_float( name ) ) {
return distribution::constant( jo.get_float( name ) );
}
if( jo.has_object( name ) ) {
JsonObject obj = jo.get_object( name );
return load_distribution( obj );
}
jo.throw_error_at( name, "Invalid distribution type" );
}
bool shopkeeper_item_group::can_sell( npc const &guy ) const
{
dialogue temp( get_talker_for( get_avatar() ), get_talker_for( guy ) );
faction *const fac = guy.get_faction();
return ( fac == nullptr || trust <= guy.get_faction()->trusts_u ) &&
( !condition || condition( temp ) );
}
bool shopkeeper_item_group::can_restock( npc const &guy ) const
{
return !strict || can_sell( guy );
}
std::string shopkeeper_item_group::get_refusal() const
{
if( refusal.empty() ) {
return _( "<npcname> does not trust you enough" );
}
return refusal;
}
void shopkeeper_item_group::deserialize( const JsonObject &jo )
{
mandatory( jo, false, "group", id );
optional( jo, false, "trust", trust, 0 );
optional( jo, false, "strict", strict, false );
optional( jo, false, "rigid", rigid, false );
optional( jo, false, "refusal", refusal );
if( jo.has_member( "condition" ) ) {
read_condition( jo, "condition", condition, false );
}
}
void npc_class::load( const JsonObject &jo, const std::string_view )
{
mandatory( jo, was_loaded, "name", name );
mandatory( jo, was_loaded, "job_description", job_description );
optional( jo, was_loaded, "common", common, true );
bonus_str = load_distribution( jo, "bonus_str" );
bonus_dex = load_distribution( jo, "bonus_dex" );
bonus_int = load_distribution( jo, "bonus_int" );
bonus_per = load_distribution( jo, "bonus_per" );
bonus_aggression = load_distribution( jo, "bonus_aggression" );
bonus_bravery = load_distribution( jo, "bonus_bravery" );
bonus_collector = load_distribution( jo, "bonus_collector" );
bonus_altruism = load_distribution( jo, "bonus_altruism" );
if( jo.has_member( "shopkeeper_item_group" ) ) {
if( jo.has_array( "shopkeeper_item_group" ) &&
jo.get_array( "shopkeeper_item_group" ).test_object() ) {
mandatory( jo, was_loaded, "shopkeeper_item_group", shop_item_groups );
} else if( jo.has_string( "shopkeeper_item_group" ) ) {
const std::string &ig_str = jo.get_string( "shopkeeper_item_group" );
shop_item_groups.emplace_back( ig_str, 0, false );
} else {
jo.throw_error( string_format( "invalid format for shopkeeper_item_group in npc class %s", name ) );
}
}
optional( jo, was_loaded, "shopkeeper_price_rules", shop_price_rules, faction_price_rules_reader {} );
optional( jo, was_loaded, SHOPKEEPER_CONSUMPTION_RATES, shop_cons_rates_id,
shopkeeper_cons_rates_id::NULL_ID() );
optional( jo, was_loaded, SHOPKEEPER_BLACKLIST, shop_blacklist_id,
shopkeeper_blacklist_id::NULL_ID() );
optional( jo, was_loaded, "restock_interval", restock_interval, 6_days );
optional( jo, was_loaded, "worn_override", worn_override );
optional( jo, was_loaded, "carry_override", carry_override );
optional( jo, was_loaded, "weapon_override", weapon_override );
if( jo.has_member( "traits" ) ) {
traits = trait_group::load_trait_group( jo.get_member( "traits" ), "collection" );
}
if( jo.has_array( "spells" ) ) {
for( JsonObject subobj : jo.get_array( "spells" ) ) {
const int level = subobj.get_int( "level" );
const spell_id sp = spell_id( subobj.get_string( "id" ) );
_starting_spells.emplace( sp, level );
}
}
optional( jo, was_loaded, "proficiencies", _starting_proficiencies );
optional( jo, was_loaded, "sells_belongings", sells_belongings, true );
/* Mutation rounds can be specified as follows:
* "mutation_rounds": {
* "ANY" : { "constant": 1 },
* "INSECT" : { "rng": [1, 3] }
* }
*/
if( jo.has_object( "mutation_rounds" ) ) {
const std::map<mutation_category_id, mutation_category_trait> &mutation_categories =
mutation_category_trait::get_all();
for( const JsonMember member : jo.get_object( "mutation_rounds" ) ) {
const mutation_category_id mutation( member.name() );
const auto category_match = [&mutation]( const
std::pair<const mutation_category_id, mutation_category_trait>
&p ) {
return p.second.id == mutation;
};
if( std::find_if( mutation_categories.begin(), mutation_categories.end(),
category_match ) == mutation_categories.end() ) {
debugmsg( "Unrecognized mutation category %s", mutation.str() );
continue;
}
JsonObject distrib = member.get_object();
mutation_rounds[mutation] = load_distribution( distrib );
}
}
if( jo.has_array( "skills" ) ) {
for( JsonObject skill_obj : jo.get_array( "skills" ) ) {
auto skill_ids = skill_obj.get_tags( "skill" );
if( skill_obj.has_object( "level" ) ) {
const distribution dis = load_distribution( skill_obj, "level" );
for( const auto &sid : skill_ids ) {
skills[ skill_id( sid ) ] = dis;
}
} else {
const distribution dis = load_distribution( skill_obj, "bonus" );
for( const auto &sid : skill_ids ) {
bonus_skills[ skill_id( sid ) ] = dis;
}
}
}
}
if( jo.has_array( "bionics" ) ) {
for( JsonObject bionic_obj : jo.get_array( "bionics" ) ) {
auto bionic_ids = bionic_obj.get_tags( "id" );
int chance = bionic_obj.get_int( "chance" );
for( const auto &bid : bionic_ids ) {
bionic_list[ bionic_id( bid )] = chance;
}
}
}
}
const npc_class_id &npc_class::from_legacy_int( int i )
{
if( i < 0 || static_cast<size_t>( i ) >= legacy_ids.size() ) {
debugmsg( "Invalid legacy class id: %d", i );
return npc_class_id::NULL_ID();
}
return legacy_ids[ i ];
}
const std::vector<npc_class> &npc_class::get_all()
{
return npc_class_factory.get_all();
}
const npc_class_id &npc_class::random_common()
{
std::list<const npc_class_id *> common_classes;
for( const npc_class &pr : npc_class_factory.get_all() ) {
if( pr.common ) {
common_classes.push_back( &pr.id );
}
}
if( common_classes.empty() || one_in( common_classes.size() ) ) {
return NC_NONE;
}
return *random_entry( common_classes );
}
std::string npc_class::get_name() const
{
return name.translated();
}
std::string npc_class::get_job_description() const
{
return job_description.translated();
}
const std::vector<shopkeeper_item_group> &npc_class::get_shopkeeper_items() const
{
return shop_item_groups;
}
const shopkeeper_cons_rates &npc_class::get_shopkeeper_cons_rates() const
{
if( shop_cons_rates_id.is_null() ) {
shopkeeper_cons_rates static const null_rates;
return null_rates;
}
return shop_cons_rates_id.obj();
}
const shopkeeper_blacklist &npc_class::get_shopkeeper_blacklist() const
{
if( shop_blacklist_id.is_null() ) {
shopkeeper_blacklist static const null_blacklist;
return null_blacklist;
}
return shop_blacklist_id.obj();
}
faction_price_rule const *npc_class::get_price_rules( item const &it, npc const &guy ) const
{
auto const el = std::find_if(
shop_price_rules.crbegin(), shop_price_rules.crend(), [&it, &guy]( faction_price_rule const & fc ) {
return fc.matches( it, guy );
} );
if( el != shop_price_rules.crend() ) {
return &*el;
}
return nullptr;
}
const time_duration &npc_class::get_shop_restock_interval() const
{
return restock_interval;
}
int npc_class::roll_strength() const
{
return bonus_str.roll();
}
int npc_class::roll_dexterity() const
{
return bonus_dex.roll();
}
int npc_class::roll_intelligence() const
{
return bonus_int.roll();
}
int npc_class::roll_perception() const
{
return bonus_per.roll();
}
int npc_class::roll_aggression() const
{
return bonus_aggression.roll();
}
int npc_class::roll_bravery() const
{
return bonus_bravery.roll();
}
int npc_class::roll_collector() const
{
return bonus_collector.roll();
}
int npc_class::roll_altruism() const
{
return bonus_altruism.roll();
}
int npc_class::roll_skill( const skill_id &sid ) const
{
const auto &iter = skills.find( sid );
if( iter == skills.end() ) {
return 0;
}
return std::max<int>( 0, iter->second.roll() );
}
distribution::distribution()
{
generator_function = []() {
return 0.0f;
};
}
distribution::distribution( const distribution &d )
{
generator_function = d.generator_function;
}
distribution::distribution( const std::function<float()> &gen )
{
generator_function = gen;
}
float distribution::roll() const
{
return generator_function();
}
distribution distribution::constant( float val )
{
return distribution( [val]() {
return val;
} );
}
distribution distribution::one_in( float in )
{
if( in <= 1.0f ) {
debugmsg( "Invalid one_in: %.2f", in );
return distribution();
}
return distribution( [in]() {
return x_in_y( 1, in );
} );
}
distribution distribution::rng_roll( int from, int to )
{
return distribution( [from, to]() -> float {
return rng( from, to );
} );
}
distribution distribution::dice_roll( int sides, int size )
{
if( sides < 1 || size < 1 ) {
debugmsg( "Invalid dice: %d sides, %d sizes", sides, size );
return distribution();
}
return distribution( [sides, size]() -> float {
return dice( sides, size );
} );
}
distribution distribution::operator+( const distribution &other ) const
{
auto my_fun = generator_function;
auto other_fun = other.generator_function;
return distribution( [my_fun, other_fun]() {
return my_fun() + other_fun();
} );
}
distribution distribution::operator*( const distribution &other ) const
{
auto my_fun = generator_function;
auto other_fun = other.generator_function;
return distribution( [my_fun, other_fun]() {
return my_fun() * other_fun();
} );
}
distribution &distribution::operator=( const distribution &other ) = default;
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