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/*
* JsonRandom.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 "GameCallbackHolder.h"
#include "GameConstants.h"
#include "ResourceSet.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace vstd
{
class RNG;
}
class JsonNode;
using JsonVector = std::vector<JsonNode>;
struct Bonus;
struct Component;
class CStackBasicDescriptor;
class JsonRandomizationException : public std::runtime_error
{
std::string cleanupJson(const JsonNode & value);
public:
JsonRandomizationException(const std::string & message, const JsonNode & input);
};
class JsonRandom : public GameCallbackHolder
{
public:
using Variables = std::map<std::string, int>;
private:
template<typename IdentifierType>
std::set<IdentifierType> filterKeys(const JsonNode & value, const std::set<IdentifierType> & valuesSet, const Variables & variables);
template<typename IdentifierType>
std::set<IdentifierType> filterKeysTyped(const JsonNode & value, const std::set<IdentifierType> & valuesSet);
template<typename IdentifierType>
IdentifierType decodeKey(const std::string & modScope, const std::string & value, const Variables & variables);
template<typename IdentifierType>
IdentifierType decodeKey(const JsonNode & value, const Variables & variables);
si32 loadVariable(const std::string & variableGroup, const std::string & value, const Variables & variables, si32 defaultValue);
public:
using GameCallbackHolder::GameCallbackHolder;
struct RandomStackInfo
{
std::vector<const CCreature *> allowedCreatures;
si32 minAmount;
si32 maxAmount;
};
si32 loadValue(const JsonNode & value, vstd::RNG & rng, const Variables & variables, si32 defaultValue = 0);
TResources loadResources(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
TResources loadResource(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
PrimarySkill loadPrimary(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
std::vector<si32> loadPrimaries(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
SecondarySkill loadSecondary(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
std::map<SecondarySkill, si32> loadSecondaries(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
ArtifactID loadArtifact(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
std::vector<ArtifactID> loadArtifacts(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
SpellID loadSpell(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
std::vector<SpellID> loadSpells(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
CStackBasicDescriptor loadCreature(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
std::vector<CStackBasicDescriptor> loadCreatures(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
std::vector<RandomStackInfo> evaluateCreatures(const JsonNode & value, const Variables & variables);
std::vector<PlayerColor> loadColors(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
std::vector<HeroTypeID> loadHeroes(const JsonNode & value, vstd::RNG & rng);
std::vector<HeroClassID> loadHeroClasses(const JsonNode & value, vstd::RNG & rng);
static std::vector<Bonus> loadBonuses(const JsonNode & value);
};
VCMI_LIB_NAMESPACE_END
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