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vcmi/lib/CSkillHandler.h

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/*
* CSkillHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../lib/HeroBonus.h"
#include "GameConstants.h"
#include "IHandlerBase.h"
class DLL_LINKAGE CSkill // secondary skill
{
public:
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struct LevelInfo
{
std::string description; //descriptions of spell for skill level
std::string iconSmall;
std::string iconMedium;
std::string iconLarge;
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std::vector<std::shared_ptr<Bonus>> effects;
LevelInfo();
~LevelInfo();
template <typename Handler> void serialize(Handler & h, const int version)
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{
h & description;
if(version >= 785)
{
h & iconSmall;
h & iconMedium;
h & iconLarge;
}
h & effects;
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}
};
private:
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std::vector<LevelInfo> levels; // bonuses provided by basic, advanced and expert level
void addNewBonus(const std::shared_ptr<Bonus> & b, int level);
public:
CSkill(SecondarySkill id = SecondarySkill::DEFAULT, std::string identifier = "default");
~CSkill();
const LevelInfo & at(int level) const;
LevelInfo & at(int level);
std::string toString() const;
SecondarySkill id;
std::string identifier;
std::string name; //as displayed in GUI
std::array<si32, 2> gainChance; // gainChance[0/1] = default gain chance on level-up for might/magic heroes
template <typename Handler> void serialize(Handler & h, const int version)
{
h & id;
h & identifier;
h & name;
if(version >= 785)
{
h & gainChance;
}
h & levels;
}
friend class CSkillHandler;
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friend DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CSkill & skill);
friend DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CSkill::LevelInfo & info);
};
class DLL_LINKAGE CSkillHandler: public CHandlerBase<SecondarySkill, CSkill>
{
public:
CSkillHandler();
virtual ~CSkillHandler();
///IHandler base
std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
void afterLoadFinalization() override;
void beforeValidate(JsonNode & object) override;
std::vector<bool> getDefaultAllowed() const override;
const std::vector<std::string> & getTypeNames() const override;
const std::string & skillInfo(int skill, int level) const;
const std::string & skillName(int skill) const;
///json serialization helpers
static si32 decodeSkill(const std::string & identifier);
static std::string encodeSkill(const si32 index);
static std::string encodeSkillWithType(const si32 index);
template <typename Handler> void serialize(Handler & h, const int version)
{
h & objects;
}
protected:
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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CSkill * loadFromJson(const JsonNode & json, const std::string & identifier, size_t index) override;
};