Пример #1
0
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.empty() && !item_group::group_is_defined( cl.worn_override ) ) {
            debugmsg( "Missing worn override item group %s", cl.worn_override.c_str() );
        }

        if( !cl.carry_override.empty() && !item_group::group_is_defined( cl.carry_override ) ) {
            debugmsg( "Missing carry override item group %s", cl.carry_override.c_str() );
        }

        if( !cl.weapon_override.empty() && !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() );
            }
        }

        for( const auto &pr : cl.traits ) {
            if( !pr.first.is_valid() ) {
                debugmsg( "Invalid trait %s", pr.first.c_str() );
            }
        }
    }
}
Пример #2
0
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 );
}
Пример #3
0
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;
            }
        }
    }
}
Пример #4
0
const std::vector<mission_type> &mission_type::get_all()
{
    return mission_type_factory.get_all();
}
Пример #5
0
void mission_type::reset()
{
    mission_type_factory.reset();
}
Пример #6
0
void mission_type::load_mission_type( JsonObject &jo, const std::string &src )
{
    mission_type_factory.load( jo, src );
}
Пример #7
0
bool string_id<mission_type>::is_valid() const
{
    return mission_type_factory.is_valid( *this );
}
Пример #8
0
const mission_type &string_id<mission_type>::obj() const
{
    return mission_type_factory.obj( *this );
}
Пример #9
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void npc_class::reset_npc_classes()
{
    npc_class_factory.reset();
}
Пример #10
0
void npc_class::load_npc_class( JsonObject &jo, const std::string &src )
{
    npc_class_factory.load( jo, src );
}
Пример #11
0
bool string_id<npc_class>::is_valid() const
{
    return npc_class_factory.is_valid( *this );
}
Пример #12
0
const npc_class &string_id<npc_class>::obj() const
{
    return npc_class_factory.obj( *this );
}
Пример #13
0
const std::vector<npc_class> &npc_class::get_all()
{
    return npc_class_factory.get_all();
}