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LoadedData.cpp
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LoadedData.cpp
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#include "stdafx.h"
#include "Skill.h"
#include "Common.h"
#include "LoadedData.h"
#include "CharmDatabase.h"
using namespace System;
Skill^ LoadedData::FindSkill( const unsigned skill )
{
Assert( int( skill ) < Skill::static_skills.Count, L"Skill index out of range" );
return Skill::static_skills[ skill ];
}
SkillTag^ SkillTag::FindTag( String^ tag )
{
for each( SkillTag^ st in tags )
{
if( st->name == tag )
return st;
}
return nullptr;
}
/*template< class T >
void DumpNames( List_t< T^ >^ list, String^ filename )
{
IO::StreamWriter fout( filename );
for each( T^ thing in list )
fout.WriteLine( thing->name );
}*/
void LoadedData::ImportTextFiles()
{
Armor::static_armor_map.Clear();
Armor::static_armors = gcnew array< List_t< Armor^ >^ >( int( Armor::ArmorType::NumArmorTypes ) );
for( int i = 0; i < Armor::static_armors->Length; ++i )
Armor::static_armors[ i ] = gcnew List_t< Armor^ >;
Material::LoadMaterials( L"Data/components.txt" );
SkillTag::Load( L"Data/tags.txt" );
Skill::Load( L"Data/skills.txt" );
Armor::Load( L"Data/head.txt", Armor::ArmorType::HEAD );
Armor::Load( L"Data/body.txt", Armor::ArmorType::BODY );
Armor::Load( L"Data/arms.txt", Armor::ArmorType::ARMS );
Armor::Load( L"Data/waist.txt", Armor::ArmorType::WAIST );
Armor::Load( L"Data/legs.txt", Armor::ArmorType::LEGS );
Decoration::Load( L"Data/decorations.txt" );
}
void AddToList( List_t< Decoration^ >^ list, Decoration^ item, List_t< Ability^ >^ rel_abilities, List_t< Decoration^ >^ inf_decs, const bool adv )
{
if( adv && item->force_disable )
return;
const bool may_remove_self = !adv || !item->force_enable;
for( int i = 0; i < list->Count; ++i )
{
if( item->IsBetterThan( list[ i ], rel_abilities ) )
{
const bool may_remove = !adv || !list[ i ]->force_enable;
if( may_remove && !list[ i ]->IsBetterThan( item, rel_abilities ) )
list->Remove( list[ i-- ] );
}
else if( may_remove_self && list[ i ]->IsBetterThan( item, rel_abilities ) )
return;
}
list->Add( item );
inf_decs->Add( item );
}
void AddToList( List_t< Armor^ >^ list, Armor^ armor, List_t< Ability^ >^ rel_abilities, List_t< Armor^ >^ inf_armor, const bool adv )
{
if( adv && armor->force_disable )
return;
const bool may_remove_self = !adv || !armor->force_enable;
for( int i = 0; i < list->Count; ++i )
{
if( armor->IsBetterThan( list[ i ], rel_abilities ) )
{
const bool may_remove = !adv || !list[ i ]->force_enable;
if( may_remove && ( !armor->danger || armor->danger == list[ i ]->danger ) && !list[ i ]->IsBetterThan( armor, rel_abilities ) )
{
if( list[ i ]->no_skills )
inf_armor->Remove( list[ i ] );
list->Remove( list[ i-- ] );
}
}
else if( may_remove_self && ( !list[ i ]->danger || list[ i ]->danger == armor->danger ) && list[ i ]->IsBetterThan( armor, rel_abilities ) )
{
if( !armor->no_skills )
inf_armor->Add( armor );
return;
}
}
list->Add( armor );
inf_armor->Add( armor );
}
void GetRelevantArmors( Query^ query, List_t< Armor^ >^ rel_armor, List_t< Armor^ >^ list, List_t< Armor^ >^ inf_armor, List_t< Ability^ >^ danger_skills )
{
unsigned max_slots = 0;
for each( Armor^ armor in list )
{
if( armor->MatchesQuery( query, danger_skills, max_slots ) )
{
max_slots = max_slots < armor->num_slots ? armor->num_slots : max_slots;
AddToList( rel_armor, armor, %query->rel_abilities, inf_armor, false );
}
}
}
void GetRelevantDecorations( Query^ query )
{
for each( Skill^ skill in query->skills )
{
if( !Decoration::static_decoration_ability_map.ContainsKey( skill->ability ) )
continue;
for each( Decoration^ decoration in Decoration::static_decoration_ability_map[ skill->ability ] )
{
if( decoration->MatchesQuery( query ) )
{
AddToList( %query->rel_decorations, decoration, %query->rel_abilities, %query->inf_decorations, false );
}
}
}
//for each( Decoration^ decoration in query->rel_decorations )
// decoration->dangerous = decoration->abilities.Count == 2 && Utility::Contains( %query->rel_abilities, decoration->abilities[ 1 ]->ability );
}
int NeededPoints( List_t< Skill^ >^ skills, Ability^ ability )
{
for each( Skill^ skill in skills )
if( skill->ability == ability )
return skill->points_required;
return 0;
}
void LoadedData::GetRelevantData( Query^ query )
{
for each( Ability^ ab in Ability::static_abilities )
{
ab->relevant = false;
}
List_t< Ability^ > danger_skills;
//get relevant abilities
for each( Skill^ skill in query->skills )
{
query->rel_abilities.Add( skill->ability );
skill->ability->relevant = true;
}
query->rel_abilities.TrimExcess();
//get relevant decorations
GetRelevantDecorations( query );
query->rel_decorations.TrimExcess();
//get danger skills
/*if( query->danger )
for each( Decoration^ decoration in query->rel_decorations )
{
Ability^ bad_ability = nullptr;
bool points20 = false;
for each( AbilityPair^ apair in decoration->abilities )
{
if( apair->amount < 0 )
{
if( !Utility::Contains( %danger_skills, apair->ability ) )
bad_ability = apair->ability;
}
else if( NeededPoints( %query->skills, apair->ability ) == 20 )
points20 = true;
}
if( points20 && bad_ability )
danger_skills.Add( bad_ability );
}*/
//get relevant armors
for( int i = 0; i < int( Armor::ArmorType::NumArmorTypes ); ++i )
{
GetRelevantArmors( query, query->rel_armor[ i ], Armor::static_armors[ i ], query->inf_armor[ i ], %danger_skills );
query->rel_armor[ i ]->TrimExcess();
}
query->rel_armor.TrimExcess();
}
void SkillTag::Load( System::String^ filename )
{
tags.Clear();
tags.Add( gcnew SkillTag( L"All" ) );
tags.Add( gcnew SkillTag( L"Misc" ) );
tags.Add( gcnew SkillTag( L"Related" ) );
IO::StreamReader fin( filename );
while( !fin.EndOfStream )
{
String^ tag = fin.ReadLine();
if( tag != L"" )
tags.Add( gcnew SkillTag( tag ) );
}
}
void SkillTag::LoadLanguage( String^ filename )
{
IO::StreamReader fin( filename );
for( int i = 0; i < tags.Count; )
{
String^ line = fin.ReadLine();
if( line == L"" || line[ 0 ] == L'#' )
continue;
tags[ i ]->name = line;
i++;
}
}
SkillTag::SkillTag( System::String^ s )
: name( s ), disable_b( s == "Bow/Gunner" ), disable_g( s == "Blademaster" )
{
}