Difference between revisions of "Town Format"
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(→Remaining tasks) |
(→Current config structure: Finalization for town format) |
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= Current config structure = | = Current config structure = | ||
+ | == Faction node (root entry for town configuration) == | ||
+ | <pre> | ||
+ | { | ||
+ | "town" : { ... }, //optional. Should be present for playable faction | ||
+ | "nativeTerrain" : "", | ||
+ | "creatureBackground" | ||
+ | { | ||
+ | "120px" : "", | ||
+ | "130px" : "" | ||
+ | } | ||
+ | "puzzleMap" : | ||
+ | [ | ||
+ | { | ||
+ | "image" : "", | ||
+ | "x" : 0 | ||
+ | "y" : 0 | ||
+ | "index" : 0 //when this piece will be opened | ||
+ | }, | ||
+ | { ... }, | ||
+ | ... | ||
+ | { ... } | ||
+ | ] | ||
+ | } | ||
== Town node == | == Town node == | ||
<pre> | <pre> | ||
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"village": "", | "village": "", | ||
"castle" : "", // town with fortifications | "castle" : "", // town with fortifications | ||
− | "capitol": "" | + | "capitol": "" // town with both fort and capitol |
}, | }, | ||
"icons" : //icons, small and big. Built versions indicate constructed during this turn building. | "icons" : //icons, small and big. Built versions indicate constructed during this turn building. | ||
Line 52: | Line 75: | ||
"smallBuilt" : "", | "smallBuilt" : "", | ||
"big" : "", | "big" : "", | ||
− | "bigBuilt" : "" | + | "bigBuilt" : "" |
}, | }, | ||
"structures" : // Structures. Represents visible graphical objects on town screen. | "structures" : // Structures. Represents visible graphical objects on town screen. | ||
Line 62: | Line 85: | ||
"townName" : "", // localized town name. | "townName" : "", // localized town name. | ||
"townNames" : [ "", ""], // list of names for towns on adventure map | "townNames" : [ "", ""], // list of names for towns on adventure map | ||
− | "townBackground": "", // | + | "townBackground": "", // background scenery |
− | "guildWindow": "", // | + | "guildWindow": "", // mage guild window |
"buildingsIcons": "HALLCSTL.DEF", // Not sure what to do with this | "buildingsIcons": "HALLCSTL.DEF", // Not sure what to do with this | ||
Line 77: | Line 100: | ||
], | ], | ||
"creatures" : [ [0, 1], [2, 3] ], // List of creatures available on each tier | "creatures" : [ [0, 1], [2, 3] ], // List of creatures available on each tier | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
"buildings" : // Buildings, objects in town that affect available options | "buildings" : // Buildings, objects in town that affect available options | ||
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"horde" : [ 2, -1 ], // Which tiers in this town have creature hordes | "horde" : [ 2, -1 ], // Which tiers in this town have creature hordes | ||
− | " | + | "primaryResource" : 127, // Resource produced by resource silo, 127 = wood + ore |
− | " | + | "mageGuild" : 4, // maximum level of mages guild |
− | " | + | "warMachine" : 4 // war machine produced in town |
} | } | ||
</pre> | </pre> | ||
Line 107: | Line 124: | ||
"top" : | "top" : | ||
{ | { | ||
− | "tower" : { "x": 0, "y": 0 }, | + | "tower" : { "x": 0, "y": 0, "image" : "" }, |
− | "battlement" : { "x": 0, "y": 0 }, | + | "battlement" : { "x": 0, "y": 0, "image" : "" }, |
− | "creature" : { "x": 0, "y": 0 }, | + | "creature" : { "x": 0, "y": 0, "cropHeight" : 0 }, |
− | "shooter" : | + | "shooter" : "" // shooter creature name |
}, | }, | ||
"keep" : { ... }, | "keep" : { ... }, | ||
Line 117: | Line 134: | ||
"gate" : | "gate" : | ||
{ | { | ||
− | "upperWall" : { "x": 0, "y": 0 }, | + | "upperWall" : { "x": 0, "y": 0, "image" : "" }, |
− | "bottomWall": { "x": 0, "y": 0 }, | + | "bottomWall": { "x": 0, "y": 0, "image" : "" }, |
− | "gate" : { "x": 0, "y": 0 }, | + | "gate" : { "x": 0, "y": 0, "image" : "" }, |
− | "arch" : { "x": 0, "y": 0 } | + | "arch" : { "x": 0, "y": 0, "image" : "" } |
− | } | + | }, |
− | "walls" : | + | "walls" : // destructible walls |
{ | { | ||
− | "upper" : { "x": 0, "y": 0 }, | + | "upper" : { "x": 0, "y": 0, "image" : "" }, |
− | "upperMid" : { "x": 0, "y": 0 }, | + | "upperMid" : { "x": 0, "y": 0, "image" : "" }, |
− | "bottomMid" : { "x": 0, "y": 0 }, | + | "bottomMid" : { "x": 0, "y": 0, "image" : "" }, |
− | "bottom" : { "x": 0, "y": 0 } | + | "bottom" : { "x": 0, "y": 0, "image" : "" } |
− | } | + | }, |
− | "moat" : { "x": 0, "y": 0 }, | + | "moat" : { "x": 0, "y": 0, "image" : "" }, |
− | "static" | + | "static" : //static non-destructible walls |
{ | { | ||
− | "bottom" : { "x": 0, "y": 0 }, | + | "bottom" : { "x": 0, "y": 0, "image" : "" }, |
− | "top" : { "x": 0, "y": 0 }, | + | "top" : { "x": 0, "y": 0, "image" : "" }, |
− | "background" : { "x": 0, "y": 0 } | + | "background" : { "x": 0, "y": 0, "image" : "" } |
} | } | ||
} | } | ||
</pre> | </pre> | ||
− | == | + | == Building node == |
<pre> | <pre> | ||
{ | { | ||
Line 148: | Line 165: | ||
"requires" : [], // building requirements | "requires" : [], // building requirements | ||
"cost" : { ... }, | "cost" : { ... }, | ||
+ | |||
//determine how this building can be built. Possible values are: | //determine how this building can be built. Possible values are: | ||
− | // normal - default | + | // normal - default value. Fulfill requirements, use resources, spend one day |
// auto - building appears when all requirements are built | // auto - building appears when all requirements are built | ||
// special - building can not be built manually | // special - building can not be built manually | ||
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<pre> | <pre> | ||
{ | { | ||
− | "base" : 0 // building this structure is based on | + | "base" : 0, // building this structure is based on. If null - structure will be present always. |
"animation" : "", // def file with animation | "animation" : "", // def file with animation | ||
"x" : 0, | "x" : 0, |
Revision as of 21:52, 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.
- 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)
Won't be used:
- 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
- (DONE) BldgNeut.txt
- (DONE) BldgSpec.txt
- (DONE) Dwelling.txt
- (DONE) Building.txt
- (DONE) TownName.txt
- (DONE) TownType.txt
Current config structure
Faction node (root entry for town configuration)
{ "town" : { ... }, //optional. Should be present for playable faction "nativeTerrain" : "", "creatureBackground" { "120px" : "", "130px" : "" } "puzzleMap" : [ { "image" : "", "x" : 0 "y" : 0 "index" : 0 //when this piece will be opened }, { ... }, ... { ... } ] } == Town node == <pre> { "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": "", // background scenery "guildWindow": "", // mage 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 "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 "primaryResource" : 127, // Resource produced by resource silo, 127 = wood + ore "mageGuild" : 4, // maximum level of mages guild "warMachine" : 4 // war machine produced in town }
Siege node
{ "towers": { "top" : { "tower" : { "x": 0, "y": 0, "image" : "" }, "battlement" : { "x": 0, "y": 0, "image" : "" }, "creature" : { "x": 0, "y": 0, "cropHeight" : 0 }, "shooter" : "" // shooter creature name }, "keep" : { ... }, "bottom" : { ... } }, "gate" : { "upperWall" : { "x": 0, "y": 0, "image" : "" }, "bottomWall": { "x": 0, "y": 0, "image" : "" }, "gate" : { "x": 0, "y": 0, "image" : "" }, "arch" : { "x": 0, "y": 0, "image" : "" } }, "walls" : // destructible walls { "upper" : { "x": 0, "y": 0, "image" : "" }, "upperMid" : { "x": 0, "y": 0, "image" : "" }, "bottomMid" : { "x": 0, "y": 0, "image" : "" }, "bottom" : { "x": 0, "y": 0, "image" : "" } }, "moat" : { "x": 0, "y": 0, "image" : "" }, "static" : //static non-destructible walls { "bottom" : { "x": 0, "y": 0, "image" : "" }, "top" : { "x": 0, "y": 0, "image" : "" }, "background" : { "x": 0, "y": 0, "image" : "" } } }
Building 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 value. Fulfill requirements, use resources, spend one day // 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. If null - structure will be present always. "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 }