File: CBankInstanceConstructor.cpp

package info (click to toggle)
vcmi 1.6.5%2Bdfsg-2
  • links: PTS, VCS
  • area: contrib
  • in suites: forky, sid, trixie
  • size: 32,060 kB
  • sloc: cpp: 238,971; python: 265; sh: 224; xml: 157; ansic: 78; objc: 61; makefile: 49
file content (196 lines) | stat: -rw-r--r-- 5,431 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
/*
* CBankInstanceConstructor.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
*
*/
#include "StdInc.h"
#include "CBankInstanceConstructor.h"

#include "../json/JsonRandom.h"
#include "../texts/CGeneralTextHandler.h"
#include "../IGameCallback.h"

#include <vstd/RNG.h>

VCMI_LIB_NAMESPACE_BEGIN

bool CBankInstanceConstructor::hasNameTextID() const
{
	return true;
}

void CBankInstanceConstructor::initTypeData(const JsonNode & input)
{
	if (input.Struct().count("name") == 0)
		logMod->warn("Bank %s missing name!", getJsonKey());

	VLC->generaltexth->registerString(input.getModScope(), getNameTextID(), input["name"]);

	levels = input["levels"].Vector();
	bankResetDuration = static_cast<si32>(input["resetDuration"].Float());
	blockVisit = input["blockedVisitable"].Bool();
	coastVisitable = input["coastVisitable"].Bool();
	regularUnitPlacement = input["regularUnitPlacement"].Bool();
}

BankConfig CBankInstanceConstructor::generateLevelConfiguration(IGameCallback * cb, const JsonNode & level, vstd::RNG & rng) const
{
	BankConfig bc;
	JsonRandom randomizer(cb);
	JsonRandom::Variables emptyVariables;

	bc.chance = static_cast<ui32>(level["chance"].Float());
	bc.guards = randomizer.loadCreatures(level["guards"], rng, emptyVariables);

	bc.resources = ResourceSet(level["reward"]["resources"]);
	bc.creatures = randomizer.loadCreatures(level["reward"]["creatures"], rng, emptyVariables);
	bc.artifacts = randomizer.loadArtifacts(level["reward"]["artifacts"], rng, emptyVariables);
	bc.spells = randomizer.loadSpells(level["reward"]["spells"], rng, emptyVariables);

	return bc;
}

void CBankInstanceConstructor::randomizeObject(CBank * bank, vstd::RNG & rng) const
{
	bank->resetDuration = bankResetDuration;
	bank->blockVisit = blockVisit;
	bank->coastVisitable = coastVisitable;
	bank->regularUnitPlacement = regularUnitPlacement;
	bank->setConfig(generateConfiguration(bank->cb, rng, bank->ID));
}

BankConfig CBankInstanceConstructor::generateConfiguration(IGameCallback * cb, vstd::RNG & rng, MapObjectID objectID) const
{
	si32 totalChance = 0;
	for(const auto & node : levels)
		totalChance += static_cast<si32>(node["chance"].Float());

	assert(totalChance != 0);

	si32 selectedChance = rng.nextInt(totalChance - 1);

	int cumulativeChance = 0;
	for(const auto & node : levels)
	{
		cumulativeChance += static_cast<int>(node["chance"].Float());
		if(selectedChance < cumulativeChance)
			return generateLevelConfiguration(cb, node, rng);
	}

	throw std::runtime_error("Failed to select bank configuration");
}

CBankInfo::CBankInfo(const JsonVector & Config) :
	config(Config)
{
	assert(!Config.empty());
}

TPossibleGuards CBankInfo::getPossibleGuards(IGameCallback * cb) const
{
	JsonRandom::Variables emptyVariables;
	JsonRandom randomizer(cb);
	TPossibleGuards out;

	for(const JsonNode & configEntry : config)
	{
		const JsonNode & guardsInfo = configEntry["guards"];
		auto stacks = randomizer.evaluateCreatures(guardsInfo, emptyVariables);
		IObjectInfo::CArmyStructure army;


		for(auto stack : stacks)
		{
			army.totalStrength += stack.allowedCreatures.front()->getAIValue() * (stack.minAmount + stack.maxAmount) / 2;
			//TODO: add fields for flyers, walkers etc...
		}

		ui8 chance = static_cast<ui8>(configEntry["chance"].Float());
		out.push_back(std::make_pair(chance, army));
	}
	return out;
}

std::vector<PossibleReward<TResources>> CBankInfo::getPossibleResourcesReward() const
{
	std::vector<PossibleReward<TResources>> result;

	for(const JsonNode & configEntry : config)
	{
		const JsonNode & resourcesInfo = configEntry["reward"]["resources"];

		if(!resourcesInfo.isNull())
		{
			result.emplace_back(configEntry["chance"].Integer(), TResources(resourcesInfo));
		}
	}

	return result;
}

std::vector<PossibleReward<CStackBasicDescriptor>> CBankInfo::getPossibleCreaturesReward(IGameCallback * cb) const
{
	JsonRandom::Variables emptyVariables;
	JsonRandom randomizer(cb);
	std::vector<PossibleReward<CStackBasicDescriptor>> approximateReward;

	for(const JsonNode & configEntry : config)
	{
		const JsonNode & guardsInfo = configEntry["reward"]["creatures"];
		auto stacks = randomizer.evaluateCreatures(guardsInfo, emptyVariables);

		for(auto stack : stacks)
		{
			const auto * creature = stack.allowedCreatures.front();

			approximateReward.emplace_back(configEntry["chance"].Integer(), CStackBasicDescriptor(creature, (stack.minAmount + stack.maxAmount) / 2));
		}
	}

	return approximateReward;
}

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(std::shared_ptr<const ObjectTemplate> tmpl) const
{
	return std::unique_ptr<IObjectInfo>(new CBankInfo(levels));
}


VCMI_LIB_NAMESPACE_END