JSON Inheritance

To reduce duplication in the JSON data, it is possible for some JSON types to inherit from existing objects. Some restraint should be used, see Guidelines section below.

Additionally, there is more than a single implementation of inheritance for different types. See the Behavior section for further details.

Examples

In the following condensed example, 556 ammo is derived from 223 ammo via copy-from:

  {
    "id": "223",
    "type": "AMMO",
    "name": { "str_sp": ".223 Remington" },
    "description": ".223 Remington ammunition with...",
    "weight": "12 g",
    "volume": "194 ml",
    "price": "2 USD 80 cent",
    "price_postapoc": "9 USD",
    "flags": [ "IRREPLACEABLE_CONSUMABLE" ],
    "material": [ "brass", "lead", "powder" ],
    "damage": {
      "damage_type": "bullet",
      "amount": 39,
      "armor_penetration": 2,
      "barrels": [
        { "barrel_length": "28 mm", "amount": 13 }
      ]
    },
    "recoil": 1500
  },
  {
    "id": "556",
    "copy-from": "223",
    "type": "AMMO",
    "name": { "str_sp": "5.56 NATO M855" },
    "description": "5.56x45mm ammunition with a 62gr FMJ bullet...",
    "price": "2 USD 90 cent",
    "relative": {
      "damage": { "damage_type": "bullet", "amount": -3, "armor_penetration": 10 },
      "dispersion": 20
    },
    "proportional": { "recoil": 1.1 },
    "extend": { "effects": [ "NEVER_MISFIRES" ] }
  },

For "type": "AMMO", the following rules apply:

  • Missing fields, such as weight, volume, material and so on have the same value as the parent.
  • Fields explicitly specified replace those of the parent type. The above example replaces name, description and price.
  • Numeric values may be specified relative to the parent. For example 556 has less damage but more pierce than 223 and will maintain this relationship if the definition for 223 is changed.
    • Note the syntax for fields that supports objects: either the whole or parts are defined inside, with missing fields having the same value as the parent.
  • Flags can be added via extend. For example 556 is military ammo and gains the NEVER_MISFIRES ammo effect. Any existing flags specified from 223 are preserved.
  • The entry you copied from must be of the same type as the item you added or changed. Not all types are supported, and not all are supported in the same way. See Support and Behavior below).

Another example. Reloaded ammo is derived from the factory equivalent but with a 10% penalty to damage and dispersion and a chance to misfire. Additional rules apply:

  {
    "id": "reloaded_556",
    "copy-from": "556",
    "type": "AMMO",
    "name": { "str_sp": "5.56 NATO, reloaded" },
    "proportional": { "price": 0.7, "damage": { "damage_type": "bullet", "amount": 0.9 }, "dispersion": 1.1 },
    "extend": { "effects": [ "RECYCLED" ] },
    "delete": { "effects": [ "NEVER_MISFIRES" ], "flags": [ "IRREPLACEABLE_CONSUMABLE" ] }
  },
  • Chained inheritance is possible. For example, reloaded_556 inherits from 556, which is itself derived from 223.
  • Numeric values may be specified as proportional to the parent by via a decimal factor. Here reloaded_556 deals 90% of the damage of the factory equivalent with 110% dispersion.
  • Flags can be deleted via delete. It is not an error if the deleted flag does not exist in the parent.

Not all types work the same. For "type": "MONSTER", relative would look slightly different and can be defined in two ways:

    "//": "base monster",
    "relative": { "melee_dice": 1, "melee_dice_sides": 5, "melee_damage": 2 },

    "//2": "first case",
    "relative": { "melee_damage": [ { "damage_type": "cut", "amount": 2 } ] }
    "//3": "second case",
    "relative": { "melee_damage": 2 },

Same as above, now with proportional:

    "//": "base monster",
    "proportional": { "hp": 1.5, "speed": 1.5, "attack_cost": 1.5, "melee_damage": 0.8 },

    "//2": "first case, applies to cut damage",
    "proportional": { "melee_damage": [ { "damage_type": "cut", "amount": 0.8 } ] },
    "//3": "second case, applies to *all* melee damage",
    "proportional": { "melee_damage": 0.8 },

It is possible to define an abstract ID that exists only for other types to inherit from and cannot itself be used in game. This is done to facilitate maintenance and reduce line count. In the following condensed example magazine_belt provides values common to all implemented ammo belts:

  {
    "abstract": "magazine_belt",
    "type": "MAGAZINE",
    "name": { "str": "ammo belt" },
    "description": "An ammo belt consisting of metal linkages which disintegrate upon firing.",
    "armor_data": {
      "armor": [
        {
          "material": [ { "type": "steel", "covered_by_mat": 100, "thickness": 0.1 } ],
          "encumbrance": 10,
          "coverage": 10,
          "covers": [ "torso" ],
          "specifically_covers": [ "torso_upper" ]
        }
      ]
    },
    "flags": [ "MAG_BELT", "MAG_DESTROY", "BELTED", "OVERSIZE", "WATER_FRIENDLY", "ZERO_WEIGHT" ]
  }

The following additional rules apply:

  • Missing mandatory fields, such as volume do not result in errors as the abstract type is discarded after JSON loading completes.
  • Missing optional fields are set to the usual defaults for that type.

Support

The following types currently support inheritance (non-exhaustive list):

GENERIC
AMMO
ARMOR
BOOK
COMESTIBLE
effect_on_condition
ENGINE
furniture
GUN
GUNMOD
harvest
item_group
MAGAZINE
material
MONSTER
MONSTER_FACTION
monstergroup
mutation
overmap_terrain
recipe
scenario
SPELL
terrain
TOOL
TOOL_ARMOR
uncraft
vehicle_part

To find out if a type supports copy-from, you need to know if it has implemented generic_factory. To find out if this is the case, do the following:

  • Open init.cpp
  • Find the line that mentions your type, for example add( "gate", &gates::load );.
  • Copy the load function, in this case it would be gates::load.
  • Use this in the search bar on github to find the file that contains gates::load (Note, you cannot search for “:” in file finder. The search will simply ignore this symbol.).
  • In the search results you find gates.cpp. open it.
  • In gates.cpp, find the generic_factory line, it looks like this: generic_factory<gate_data> gates_data( "gate type", "handle", "other_handles" );.
  • Since the generic_factory line is present, you can now conclude that it supports copy-from.
  • If you don’t find generic_factory present, it does not support copy-from, as is the case for type vitamin (repeat the above steps and find that vitamin.cpp does not contain generic_factory).

Behavior

A common misconception is that every type that supports copy-from will also support extend, delete, proportional and relative, in the same way as one’s most commonly seen object: GENERIC. As explained above, this is not the case, and the function has to be manually implemented each time. Furthermore, given different types are handled differently by the game, it may not be possible for it to be the case.

Therefore, there is no “default” JSON inheritance, only shared degrees of support. For example, a given type could support copying, but not extending, or support extending but not deleting. Of note are the following cases (non-exhaustive list):

  • monstergroup extends by default. This prevents mods copying monstergroup definitions from replacing vanilla monstergroup lists. To replace the entire list, add "override": true to the monstergroup object.
  • SPELL has limited support, given their behavior is governed by its spell effect. Flags are not always inherited. Testing is required to guarantee an inherited spell will behave as intended, use at your own risk.
  • The vitamins field from material extends by default.

Guidelines

Contributors are encouraged to not overuse copy-from, as it can decrease the human readability of the JSON. Chained inheritance is especially likely to become unwieldy, essentially recreating the level of redundancy we’d like to eliminate.

In general, there are two situations where copy-from should be used in the core game:

  • Two things are nearly identical variants of each other.
    • If they’re pretty much identical (e.g. everything except for their descriptions can be kept, there are only decorative differences, there are no mechanical differences, or in the case of guns minor value differences), they can be handled as variants (scroll down to the variant example).
  • A group of entities always (not almost always, always) shares some set of properties, then one or two levels of abstracts can set up a very shallow and narrow hierarchy.