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npc_class.cpp
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npc_class.cpp
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#include "npc_class.h"
#include <cstddef>
#include <list>
#include <algorithm>
#include <array>
#include <iterator>
#include <set>
#include <utility>
#include "debug.h"
#include "generic_factory.h"
#include "item_group.h"
#include "mutation.h"
#include "rng.h"
#include "skill.h"
#include "trait_group.h"
#include "json.h"
static const std::array<npc_class_id, 19> legacy_ids = {{
npc_class_id( "NC_NONE" ),
npc_class_id( "NC_EVAC_SHOPKEEP" ), // Found in the Evacuation Center, unique, has more goods than he should be able to carry
npc_class_id( "NC_SHOPKEEP" ), // Found in towns. Stays in his shop mostly.
npc_class_id( "NC_HACKER" ), // Weak in combat but has hacking skills and equipment
npc_class_id( "NC_CYBORG" ), // Broken Cyborg rescued from a lab
npc_class_id( "NC_DOCTOR" ), // Found in towns, or roaming. Stays in the clinic.
npc_class_id( "NC_TRADER" ), // Roaming trader, journeying between towns.
npc_class_id( "NC_NINJA" ), // Specializes in unarmed combat, carries few items
npc_class_id( "NC_COWBOY" ), // Gunslinger and survivalist
npc_class_id( "NC_SCIENTIST" ), // Uses intelligence-based skills and high-tech items
npc_class_id( "NC_BOUNTY_HUNTER" ), // Resourceful and well-armored
npc_class_id( "NC_THUG" ), // Moderate melee skills and poor equipment
npc_class_id( "NC_SCAVENGER" ), // Good with pistols light weapons
npc_class_id( "NC_ARSONIST" ), // Evacuation Center, restocks Molotovs and anarchist type stuff
npc_class_id( "NC_HUNTER" ), // Survivor type good with bow or rifle
npc_class_id( "NC_SOLDIER" ), // Well equipped and trained combatant, good with rifles and melee
npc_class_id( "NC_BARTENDER" ), // Stocks alcohol
npc_class_id( "NC_JUNK_SHOPKEEP" ), // Stocks wide range of items...
npc_class_id( "NC_HALLU" ) // Hallucinatory NPCs
}
};
npc_class_id NC_NONE( "NC_NONE" );
npc_class_id NC_EVAC_SHOPKEEP( "NC_EVAC_SHOPKEEP" );
npc_class_id NC_SHOPKEEP( "NC_SHOPKEEP" );
npc_class_id NC_HACKER( "NC_HACKER" );
npc_class_id NC_CYBORG( "NC_CYBORG" );
npc_class_id NC_DOCTOR( "NC_DOCTOR" );
npc_class_id NC_TRADER( "NC_TRADER" );
npc_class_id NC_NINJA( "NC_NINJA" );
npc_class_id NC_COWBOY( "NC_COWBOY" );
npc_class_id NC_SCIENTIST( "NC_SCIENTIST" );
npc_class_id NC_BOUNTY_HUNTER( "NC_BOUNTY_HUNTER" );
npc_class_id NC_THUG( "NC_THUG" );
npc_class_id NC_SCAVENGER( "NC_SCAVENGER" );
npc_class_id NC_ARSONIST( "NC_ARSONIST" );
npc_class_id NC_HUNTER( "NC_HUNTER" );
npc_class_id NC_SOLDIER( "NC_SOLDIER" );
npc_class_id NC_BARTENDER( "NC_BARTENDER" );
npc_class_id NC_JUNK_SHOPKEEP( "NC_JUNK_SHOPKEEP" );
npc_class_id NC_HALLU( "NC_HALLU" );
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 auto &sk : Skill::skills ) {
if( skills.count( sk.ident() ) == 0 ) {
skills[ sk.ident() ] = dis;
}
}
}
}
void npc_class::finalize_all()
{
for( auto &cl_const : npc_class_factory.get_all() ) {
auto &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 auto &legacy : legacy_ids ) {
if( !npc_class_factory.is_valid( legacy ) ) {
debugmsg( "Missing legacy npc class %s", legacy.c_str() );
}
}
for( auto &cl : npc_class_factory.get_all() ) {
if( !item_group::group_is_defined( cl.shopkeeper_item_group ) ) {
debugmsg( "Missing shopkeeper item group %s", cl.shopkeeper_item_group.c_str() );
}
if( cl.worn_override && !item_group::group_is_defined( cl.worn_override ) ) {
debugmsg( "Missing worn override item group %s", cl.worn_override.c_str() );
}
if( cl.carry_override && !item_group::group_is_defined( cl.carry_override ) ) {
debugmsg( "Missing carry override item group %s", cl.carry_override.c_str() );
}
if( cl.weapon_override && !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" );
JsonObject obj = jarr.next_object();
distribution ret = load_distribution( obj );
while( jarr.has_more() ) {
obj = jarr.next_object();
ret = ret + load_distribution( obj );
}
return ret;
}
if( jo.has_array( "mul" ) ) {
JsonArray jarr = jo.get_array( "mul" );
JsonObject obj = jarr.next_object();
distribution ret = load_distribution( obj );
while( jarr.has_more() ) {
obj = jarr.next_object();
ret = ret * load_distribution( obj );
}
return ret;
}
jo.throw_error( "Invalid distribution" );
return distribution();
}
static distribution load_distribution( const JsonObject &jo, const std::string &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( "Invalid distribution type", name );
return distribution();
}
void npc_class::load( const JsonObject &jo, const std::string & )
{
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" );
optional( jo, was_loaded, "shopkeeper_item_group", shopkeeper_item_group,
item_group_id( "EMPTY_GROUP" ) );
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 );
}
}
/* 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<std::string, mutation_category_trait> &mutation_categories =
mutation_category_trait::get_all();
for( const JsonMember member : jo.get_object( "mutation_rounds" ) ) {
const std::string &mutation = member.name();
const auto category_match = [&mutation]( const std::pair<const std::string, 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 );
continue;
}
auto 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 auto &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 item_group_id &npc_class::get_shopkeeper_items() const
{
return shopkeeper_item_group;
}
int npc_class::roll_strength() const
{
return dice( 4, 3 ) + bonus_str.roll();
}
int npc_class::roll_dexterity() const
{
return dice( 4, 3 ) + bonus_dex.roll();
}
int npc_class::roll_intelligence() const
{
return dice( 4, 3 ) + bonus_int.roll();
}
int npc_class::roll_perception() const
{
return dice( 4, 3 ) + bonus_per.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( 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;