Difference between revisions of "Town Format"
From VCMI Project Wiki
(→Current config structure: Hopefully finishing buildings\structures) |
(→Current config structure: Split huge structure into several smaller ones) |
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= Current config structure = | = Current config structure = | ||
| + | == Town node == | ||
<pre> | <pre> | ||
{ | { | ||
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"structures" : // Structures. Represents visible graphical objects on town screen. | "structures" : // Structures. Represents visible graphical objects on town screen. | ||
[ | [ | ||
| − | { | + | { ... }, |
| − | + | ... | |
| − | { | + | { ... } |
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], | ], | ||
"townName" : "", // localized town name. | "townName" : "", // localized town name. | ||
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"buildings" : // Buildings, objects in town that affect available options | "buildings" : // Buildings, objects in town that affect available options | ||
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| − | + | ... | |
| − | + | { ... } | |
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| − | "siege | + | "siege" : { ... }, |
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// Entries that should be replaced with autodetection | // Entries that should be replaced with autodetection | ||
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"mage_guild" : 4, // maximum level of mages guild | "mage_guild" : 4, // maximum level of mages guild | ||
"war_machine" : 4, // war machine produced in town | "war_machine" : 4, // war machine produced in town | ||
| + | } | ||
| + | </pre> | ||
| + | == Siege node == | ||
| + | <pre> | ||
| + | { | ||
| + | "towers": | ||
| + | { | ||
| + | "top" : | ||
| + | { | ||
| + | "tower" : { "x": 0, "y": 0 }, | ||
| + | "battlement" : { "x": 0, "y": 0 }, | ||
| + | "creature" : { "x": 0, "y": 0 }, | ||
| + | "shooter" : { "name" : "", "cropHeight" : 0} | ||
| + | }, | ||
| + | "keep" : { ... }, | ||
| + | "bottom" : { ... } | ||
| + | }, | ||
| + | "gate" : | ||
| + | { | ||
| + | "upperWall" : { "x": 0, "y": 0 }, | ||
| + | "bottomWall": { "x": 0, "y": 0 }, | ||
| + | |||
| + | "gate" : { "x": 0, "y": 0 }, | ||
| + | "arch" : { "x": 0, "y": 0 } | ||
| + | } | ||
| + | "walls" : | ||
| + | { | ||
| + | "upper" : { "x": 0, "y": 0 }, | ||
| + | "upperMid" : { "x": 0, "y": 0 }, | ||
| + | "bottomMid" : { "x": 0, "y": 0 }, | ||
| + | "bottom" : { "x": 0, "y": 0 } | ||
| + | } | ||
| + | "moat" : { "x": 0, "y": 0 }, | ||
| + | "static" | ||
| + | { | ||
| + | "bottom" : { "x": 0, "y": 0 }, | ||
| + | "top" : { "x": 0, "y": 0 }, | ||
| + | "background" : { "x": 0, "y": 0 } | ||
| + | } | ||
| + | } | ||
| + | </pre> | ||
| + | == Buildings node == | ||
| + | <pre> | ||
| + | { | ||
| + | "id" : 0, | ||
| + | "name" : "", | ||
| + | "description" : "", | ||
| + | "upgrades" : 0, // optional, which building can be upgraded by this one | ||
| + | "requires" : [], // building requirements | ||
| + | "cost" : { ... }, | ||
| + | //determine how this building can be built. Possible values are: | ||
| + | // normal - default | ||
| + | // auto - building appears when all requirements are built | ||
| + | // special - building can not be built manually | ||
| + | // grail - building reqires grail to be built | ||
| + | "mode" : "auto" | ||
| + | } | ||
| + | </pre> | ||
| + | == Structure node == | ||
| + | <pre> | ||
| + | { | ||
| + | "base" : 0 // building this structure is based on | ||
| + | "animation" : "", // def file with animation | ||
| + | "x" : 0, | ||
| + | "y" : 0, | ||
| + | "z" : 0, // used for blit order. Higher value places structure close to screen | ||
| + | "border" : "", // selection highlight | ||
| + | "area" : "" // used to detect building selection | ||
} | } | ||
</pre> | </pre> | ||
Revision as of 21:01, 30 August 2012
Current version of town description format.
Contents
Remaining tasks
- Remove usage of numeric ID's. Long-term goal due to heavy usage of id's in VCMI code.
- Determine location of name and descriptions (buildings or structures)
- Collect any remaining hardcoded data
Split faction description from town description
Currently there is no separation between "faction" and "town" concepts. This results in several issues:
- Neutral creatures have invalid faction - no town with such description is present
- Loading towns requires creatures and loading creatures requires towns
This should be split into several parts:
- faction: stores all information that can be separated from town (e.g. puzzle map, hero classes, creatures)
- town: stores only information required for town (e.g. buildings and recruitable creatures)
- (optional) town gui: separate structure will all gui-specific data (e.g. structures)
Merge in remaining json configs
- (DONE) buildings.json (used as base for this configuration)
- (DONE) creatures_backgrounds.json
- (DONE) hall.json
- (DONE) town_pictures.json
- (DONE) towns_defs.json
- (DONE) wall_pos.json (needs removing hardcoded name)
- puzzle_map.json (needs removing hardcoded name)
- commanders.json (leave it as it?)
- terrains.json (movement speed should be left in terrain configuration I think)
Merge in data from HoMM3 txt files
- BldgNeut.txt
- BldgSpec.txt
- Dwelling.txt
- (DONE) Building.txt
- (DONE) TownName.txt
- (DONE) TownType.txt
Current config structure
Town node
{
"adventureMap" : // adventure map object animations
{
"village": "",
"castle" : "", // town with fortifications
"capitol": "", // town with both fort and capitol
},
"icons" : //icons, small and big. Built versions indicate constructed during this turn building.
{
"small" : "",
"smallBuilt" : "",
"big" : "",
"bigBuilt" : "",
},
"structures" : // Structures. Represents visible graphical objects on town screen.
[
{ ... },
...
{ ... }
],
"townName" : "", // localized town name.
"townNames" : [ "", ""], // list of names for towns on adventure map
"townBackground": "", // backgound scenery
"guildWindow": "", // mages guild window
"buildingsIcons": "HALLCSTL.DEF", // Not sure what to do with this
"hallBackground": "", // Background image for town hall window
"hallSlots": // list of buildings available in each slot of town hall window
[
[ [ 10, 11, 12, 13 ], [ 7, 8, 9 ], [ 5, 22 ], [ 16 ] ],
[ [ 14, 15 ], [ 0, 1, 2, 3 ], [ 6, 17 ] ],
[ [ 21 ], [ 18, 19 ] ],
[ [ 30, 37 ], [ 31, 38 ], [ 32, 39 ], [ 33, 40 ] ],
[ [ 34, 41 ], [ 35, 42 ], [ 36, 43 ] ]
],
"creatures" : [ [0, 1], [2, 3] ], // List of creatures available on each tier
"creatureBackground"
{
"120px" : "",
"130px" : ""
},
"buildings" : // Buildings, objects in town that affect available options
[
{ ... },
...
{ ... }
],
"siege" : { ... },
// Entries that should be replaced with autodetection
"horde" : [ 2, -1 ], // Which tiers in this town have creature hordes
"primary_resource" : 127, // Resource produced by resource silo, 127 = wood + ore
"mage_guild" : 4, // maximum level of mages guild
"war_machine" : 4, // war machine produced in town
}
Siege node
{
"towers":
{
"top" :
{
"tower" : { "x": 0, "y": 0 },
"battlement" : { "x": 0, "y": 0 },
"creature" : { "x": 0, "y": 0 },
"shooter" : { "name" : "", "cropHeight" : 0}
},
"keep" : { ... },
"bottom" : { ... }
},
"gate" :
{
"upperWall" : { "x": 0, "y": 0 },
"bottomWall": { "x": 0, "y": 0 },
"gate" : { "x": 0, "y": 0 },
"arch" : { "x": 0, "y": 0 }
}
"walls" :
{
"upper" : { "x": 0, "y": 0 },
"upperMid" : { "x": 0, "y": 0 },
"bottomMid" : { "x": 0, "y": 0 },
"bottom" : { "x": 0, "y": 0 }
}
"moat" : { "x": 0, "y": 0 },
"static"
{
"bottom" : { "x": 0, "y": 0 },
"top" : { "x": 0, "y": 0 },
"background" : { "x": 0, "y": 0 }
}
}
Buildings node
{
"id" : 0,
"name" : "",
"description" : "",
"upgrades" : 0, // optional, which building can be upgraded by this one
"requires" : [], // building requirements
"cost" : { ... },
//determine how this building can be built. Possible values are:
// normal - default
// auto - building appears when all requirements are built
// special - building can not be built manually
// grail - building reqires grail to be built
"mode" : "auto"
}
Structure node
{
"base" : 0 // building this structure is based on
"animation" : "", // def file with animation
"x" : 0,
"y" : 0,
"z" : 0, // used for blit order. Higher value places structure close to screen
"border" : "", // selection highlight
"area" : "" // used to detect building selection
}
