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#include <iostream>
#include <fstream>
#include <vector>
#include "load.h"
#include "nlohmann/json.hpp"
using json = nlohmann::json;
std::vector<Ability> load_abilities () {
std::vector<Ability> abs;
abs.emplace_back("Anti-Cavalry");
abs.emplace_back("Skirmish");
abs.emplace_back("First Strike");
abs.emplace_back("Rapid Fire");
abs.emplace_back("Units Only");
abs.emplace_back("Buildings Only");
abs.emplace_back("No Counter");
abs.emplace_back("No Move & Attack");
abs.emplace_back("Causes Fear");
abs.emplace_back("Desert Charge");
abs.emplace_back("Plains Charge");
abs.emplace_back("Scares Horses");
abs.emplace_back("Woodsman");
abs.emplace_back("Volley");
abs.emplace_back("Frenzy");
abs.emplace_back("Zeal");
abs.emplace_back("Scout");
abs.emplace_back("Convert");
abs.emplace_back("Heal");
abs.emplace_back("Seasoned Veteran");
return abs;
}
void load_json (Gst &gst) {
gst.abilities = load_abilities();
std::ifstream file_tiles("content/tiles.json");
json j_tiles; file_tiles >> j_tiles;
for (auto it : j_tiles) {
Tile tile;
tile.name = it["name"];
tile.move_cost = it["move_cost"];
tile.spritebounds = vec2 { it["spritebounds"][0], it["spritebounds"][1] };
gst.tiles.push_back(tile);
}
std::ifstream file_ents("content/entities.json");
json j_ents; file_ents >> j_ents;
for (auto it : j_ents) {
EntityInfo ent;
ent.id = it["id"];
ent.name = it["name"];
ent.range = it["range"];
ent.move = it["move"];
ent.attack = it["attack"];
ent.defence = it["defence"];
ent.sight = it["sight"];
ent.unit = it["unit"];
for (int i=0; i<it["prod"].size(); i++) {
ent.prod[i] = it["prod"][i];
}
for (int i=0; i<it["cost"].size(); i++) {
ent.cost[i] = it["cost"][i];
}
for (auto blds : it["build"]) {
ent.build.push_back(blds);
}
for (auto train : it["train"]) {
ent.train.push_back(train);
}
for (auto ad : it["adjacent"]) {
ent.adjacent.push_back(ad);
}
std::string cl = it["class"];
if (cl == "inf") ent.ent_class = EntityInfo::Class::inf;
if (cl == "cav") ent.ent_class = EntityInfo::Class::cav;
if (cl == "ran") ent.ent_class = EntityInfo::Class::ran;
if (cl == "sie") ent.ent_class = EntityInfo::Class::sie;
if (cl == "bld") ent.ent_class = EntityInfo::Class::bld;
for (auto ab : it["abilities"]) {
int index = 0;
for (int i=0; i<gst.abilities.size(); i++) {
if (gst.abilities[i].name == ab) { index = i; break; }
}
ent.abilities.push_back(index);
}
ent.spritebounds = vec2 { it["spritebounds"][0], it["spritebounds"][1] };
gst.infos.push_back(ent);
}
}
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