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#include "StdInc.h"
#include "CommonConstructors.h"
#include "CGTownInstance.h"
#include "CGHeroInstance.h"
#include "CBank.h"
#include "../mapping/CMap.h"
#include "../CHeroHandler.h"
#include "../CCreatureHandler.h"
#include "JsonRandom.h"
#include "../CModHandler.h"
#include "../IGameCallback.h"
/*
* CommonConstructors.cpp, 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
*
*/
CObstacleConstructor::CObstacleConstructor()
{
}
bool CObstacleConstructor::isStaticObject()
{
return true;
}
CTownInstanceConstructor::CTownInstanceConstructor():
faction(nullptr)
{
}
void CTownInstanceConstructor::initTypeData(const JsonNode & input)
{
VLC->modh->identifiers.requestIdentifier("faction", input["faction"], [&](si32 index)
{
faction = VLC->townh->factions[index];
});
filtersJson = input["filters"];
}
void CTownInstanceConstructor::afterLoadFinalization()
{
assert(faction);
for (auto entry : filtersJson.Struct())
{
filters[entry.first] = LogicalExpression<BuildingID>(entry.second, [this](const JsonNode & node)
{
return BuildingID(VLC->modh->identifiers.getIdentifier("building." + faction->identifier, node.Vector()[0]).get());
});
}
}
bool CTownInstanceConstructor::objectFilter(const CGObjectInstance * object, const ObjectTemplate & templ) const
{
auto town = dynamic_cast<const CGTownInstance *>(object);
auto buildTest = [&](const BuildingID & id)
{
return town->hasBuilt(id);
};
if (filters.count(templ.stringID))
return filters.at(templ.stringID).test(buildTest);
return false;
}
CGObjectInstance * CTownInstanceConstructor::create(const ObjectTemplate & tmpl) const
{
CGTownInstance * obj = createTyped(tmpl);
obj->town = faction->town;
obj->tempOwner = PlayerColor::NEUTRAL;
return obj;
}
void CTownInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
{
auto templ = getOverride(object->cb->getTile(object->pos)->terType, object);
if (templ)
object->appearance = templ.get();
}
CHeroInstanceConstructor::CHeroInstanceConstructor()
{
}
void CHeroInstanceConstructor::initTypeData(const JsonNode & input)
{
VLC->modh->identifiers.requestIdentifier("heroClass", input["heroClass"],
[&](si32 index) { heroClass = VLC->heroh->classes.heroClasses[index]; });
filtersJson = input["filters"];
}
void CHeroInstanceConstructor::afterLoadFinalization()
{
for (auto entry : filtersJson.Struct())
{
filters[entry.first] = LogicalExpression<HeroTypeID>(entry.second, [this](const JsonNode & node)
{
return HeroTypeID(VLC->modh->identifiers.getIdentifier("hero", node.Vector()[0]).get());
});
}
}
bool CHeroInstanceConstructor::objectFilter(const CGObjectInstance * object, const ObjectTemplate & templ) const
{
auto hero = dynamic_cast<const CGHeroInstance *>(object);
auto heroTest = [&](const HeroTypeID & id)
{
return hero->type->ID == id;
};
if (filters.count(templ.stringID))
{
return filters.at(templ.stringID).test(heroTest);
}
return false;
}
CGObjectInstance * CHeroInstanceConstructor::create(const ObjectTemplate & tmpl) const
{
CGHeroInstance * obj = createTyped(tmpl);
obj->type = nullptr; //FIXME: set to valid value. somehow.
return obj;
}
void CHeroInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
{
}
CDwellingInstanceConstructor::CDwellingInstanceConstructor()
{
}
void CDwellingInstanceConstructor::initTypeData(const JsonNode & input)
{
const JsonVector & levels = input["creatures"].Vector();
availableCreatures.resize(levels.size());
for (size_t i=0; i<levels.size(); i++)
{
const JsonVector & creatures = levels[i].Vector();
availableCreatures[i].resize(creatures.size());
for (size_t j=0; j<creatures.size(); j++)
{
VLC->modh->identifiers.requestIdentifier("creature", creatures[j], [=] (si32 index)
{
availableCreatures[i][j] = VLC->creh->creatures[index];
});
}
assert(!availableCreatures[i].empty());
}
guards = input["guards"];
}
bool CDwellingInstanceConstructor::objectFilter(const CGObjectInstance *, const ObjectTemplate &) const
{
return false;
}
CGObjectInstance * CDwellingInstanceConstructor::create(const ObjectTemplate & tmpl) const
{
CGDwelling * obj = createTyped(tmpl);
obj->creatures.resize(availableCreatures.size());
for (auto & entry : availableCreatures)
{
for (const CCreature * cre : entry)
obj->creatures.back().second.push_back(cre->idNumber);
}
return obj;
}
void CDwellingInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator &rng) const
{
CGDwelling * dwelling = dynamic_cast<CGDwelling*>(object);
dwelling->creatures.clear();
dwelling->creatures.reserve(availableCreatures.size());
for (auto & entry : availableCreatures)
{
dwelling->creatures.resize(dwelling->creatures.size() + 1);
for (const CCreature * cre : entry)
dwelling->creatures.back().second.push_back(cre->idNumber);
}
bool guarded = false; //TODO: serialize for sanity
if (guards.getType() == JsonNode::DATA_BOOL) //simple switch
{
if (guards.Bool())
{
guarded = true;
}
}
else if (guards.getType() == JsonNode::DATA_VECTOR) //custom guards (eg. Elemental Conflux)
{
for (auto & stack : JsonRandom::loadCreatures(guards, rng))
{
dwelling->putStack(SlotID(dwelling->stacksCount()), new CStackInstance(stack.type->idNumber, stack.count));
}
}
else //default condition - creatures are of level 5 or higher
{
for (auto creatureEntry : availableCreatures)
{
if (creatureEntry.at(0)->level >= 5)
{
guarded = true;
break;
}
}
}
if (guarded)
{
for (auto creatureEntry : availableCreatures)
{
const CCreature * crea = creatureEntry.at(0);
dwelling->putStack (SlotID(dwelling->stacksCount()), new CStackInstance(crea->idNumber, crea->growth * 3));
}
}
}
bool CDwellingInstanceConstructor::producesCreature(const CCreature * crea) const
{
for (auto & entry : availableCreatures)
{
for (const CCreature * cre : entry)
if (crea == cre)
return true;
}
return false;
}
std::vector<const CCreature *> CDwellingInstanceConstructor::getProducedCreatures() const
{
std::vector<const CCreature *> creatures; //no idea why it's 2D, to be honest
for (auto & entry : availableCreatures)
{
for (const CCreature * cre : entry)
creatures.push_back(cre);
}
return creatures;
}
CBankInstanceConstructor::CBankInstanceConstructor()
{
}
void CBankInstanceConstructor::initTypeData(const JsonNode & input)
{
//TODO: name = input["name"].String();
levels = input["levels"].Vector();
bankResetDuration = input["resetDuration"].Float();
}
CGObjectInstance *CBankInstanceConstructor::create(const ObjectTemplate & tmpl) const
{
return createTyped(tmpl);
}
BankConfig CBankInstanceConstructor::generateConfig(const JsonNode & level, CRandomGenerator & rng) const
{
BankConfig bc;
bc.chance = level["chance"].Float();
bc.guards = JsonRandom::loadCreatures(level["guards"], rng);
bc.upgradeChance = level["upgrade_chance"].Float();
bc.combatValue = level["combat_value"].Float();
std::vector<SpellID> spells;
for (size_t i=0; i<6; i++)
IObjectInterface::cb->getAllowedSpells(spells, i);
bc.resources = Res::ResourceSet(level["reward"]["resources"]);
bc.creatures = JsonRandom::loadCreatures(level["reward"]["creatures"], rng);
bc.artifacts = JsonRandom::loadArtifacts(level["reward"]["artifacts"], rng);
bc.spells = JsonRandom::loadSpells(level["reward"]["spells"], rng, spells);
bc.value = level["value"].Float();
return bc;
}
void CBankInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
{
//logGlobal->debugStream() << "Seed used to configure bank is " << rng.nextInt();
auto bank = dynamic_cast<CBank*>(object);
bank->resetDuration = bankResetDuration;
si32 totalChance = 0;
for (auto & node : levels)
totalChance += node["chance"].Float();
assert(totalChance != 0);
si32 selectedChance = rng.nextInt(totalChance - 1);
//logGlobal->debugStream() << "Selected chance for bank config is " << selectedChance;
int cumulativeChance = 0;
for (auto & node : levels)
{
cumulativeChance += node["chance"].Float();
if (selectedChance < cumulativeChance)
{
bank->setConfig(generateConfig(node, rng));
break;
}
}
}
CBankInfo::CBankInfo(const JsonVector & Config):
config(Config)
{
assert(!Config.empty());
}
static void addStackToArmy(IObjectInfo::CArmyStructure & army, const CCreature * crea, si32 amount)
{
army.totalStrength += crea->fightValue * amount;
bool walker = true;
if (crea->hasBonusOfType(Bonus::SHOOTER))
{
army.shootersStrength += crea->fightValue * amount;
walker = false;
}
if (crea->hasBonusOfType(Bonus::FLYING))
{
army.flyersStrength += crea->fightValue * amount;
walker = false;
}
if (walker)
army.walkersStrength += crea->fightValue * amount;
}
IObjectInfo::CArmyStructure CBankInfo::minGuards() const
{
std::vector<IObjectInfo::CArmyStructure> armies;
for (auto configEntry : config)
{
auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
IObjectInfo::CArmyStructure army;
for (auto & stack : stacks)
{
assert(!stack.allowedCreatures.empty());
auto weakest = boost::range::min_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
{
return a->fightValue < b->fightValue;
});
addStackToArmy(army, *weakest, stack.minAmount);
}
armies.push_back(army);
}
return *boost::range::min_element(armies);
}
IObjectInfo::CArmyStructure CBankInfo::maxGuards() const
{
std::vector<IObjectInfo::CArmyStructure> armies;
for (auto configEntry : config)
{
auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
IObjectInfo::CArmyStructure army;
for (auto & stack : stacks)
{
assert(!stack.allowedCreatures.empty());
auto strongest = boost::range::max_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
{
return a->fightValue < b->fightValue;
});
addStackToArmy(army, *strongest, stack.maxAmount);
}
armies.push_back(army);
}
return *boost::range::max_element(armies);
}
TPossibleGuards CBankInfo::getPossibleGuards() const
{
TPossibleGuards out;
for (const JsonNode & configEntry : config)
{
const JsonNode & guardsInfo = configEntry["guards"];
auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
IObjectInfo::CArmyStructure army;
for (auto stack : stacks)
{
army.totalStrength += stack.allowedCreatures.front()->AIValue * (stack.minAmount + stack.maxAmount) / 2;
//TODO: add fields for flyers, walkers etc...
}
ui8 chance = configEntry["chance"].Float();
out.push_back(std::make_pair(chance, army));
}
return out;
}
bool CBankInfo::givesResources() const
{
for (const JsonNode & node : config)
if (!node["reward"]["resources"].isNull())
return true;
return false;
}
bool CBankInfo::givesArtifacts() const
{
for (const JsonNode & node : config)
if (!node["reward"]["artifacts"].isNull())
return true;
return false;
}
bool CBankInfo::givesCreatures() const
{
for (const JsonNode & node : config)
if (!node["reward"]["creatures"].isNull())
return true;
return false;
}
bool CBankInfo::givesSpells() const
{
for (const JsonNode & node : config)
if (!node["reward"]["spells"].isNull())
return true;
return false;
}
std::unique_ptr<IObjectInfo> CBankInstanceConstructor::getObjectInfo(const ObjectTemplate & tmpl) const
{
return std::unique_ptr<IObjectInfo>(new CBankInfo(levels));
}
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