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vcmi/lib/rewardable/Reward.cpp

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2023-04-30 15:13:07 +02:00
/*
* Reward.cpp, 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
*
*/
#include "StdInc.h"
#include "Reward.h"
VCMI_LIB_NAMESPACE_BEGIN
si32 Rewardable::Reward::calculateManaPoints(const CGHeroInstance * hero) const
{
si32 manaScaled = hero->mana;
if (manaPercentage >= 0)
manaScaled = hero->manaLimit() * manaPercentage / 100;
si32 manaMissing = std::max(0, hero->manaLimit() - manaScaled);
si32 manaGranted = std::min(manaMissing, manaDiff);
si32 manaOverflow = manaDiff - manaGranted;
si32 manaOverLimit = manaOverflow * manaOverflowFactor / 100;
si32 manaOutput = manaScaled + manaGranted + manaOverLimit;
return manaOutput;
}
Component Rewardable::Reward::getDisplayedComponent(const CGHeroInstance * h) const
{
std::vector<Component> comps;
loadComponents(comps, h);
assert(!comps.empty());
return comps.front();
}
void Rewardable::Reward::loadComponents(std::vector<Component> & comps,
const CGHeroInstance * h) const
{
for (auto comp : extraComponents)
comps.push_back(comp);
if (heroExperience)
{
comps.emplace_back(Component::EComponentType::EXPERIENCE, 0, static_cast<si32>(h->calculateXp(heroExperience)), 0);
}
if (heroLevel)
comps.emplace_back(Component::EComponentType::EXPERIENCE, 1, heroLevel, 0);
if (manaDiff || manaPercentage >= 0)
comps.emplace_back(Component::EComponentType::PRIM_SKILL, 5, calculateManaPoints(h) - h->mana, 0);
for (size_t i=0; i<primary.size(); i++)
{
if (primary[i] != 0)
comps.emplace_back(Component::EComponentType::PRIM_SKILL, static_cast<ui16>(i), primary[i], 0);
}
for(const auto & entry : secondary)
comps.emplace_back(Component::EComponentType::SEC_SKILL, entry.first, entry.second, 0);
for(const auto & entry : artifacts)
comps.emplace_back(Component::EComponentType::ARTIFACT, entry, 1, 0);
for(const auto & entry : spells)
comps.emplace_back(Component::EComponentType::SPELL, entry, 1, 0);
for(const auto & entry : creatures)
comps.emplace_back(Component::EComponentType::CREATURE, entry.type->getId(), entry.count, 0);
for (size_t i=0; i<resources.size(); i++)
{
if (resources[i] !=0)
comps.emplace_back(Component::EComponentType::RESOURCE, static_cast<ui16>(i), resources[i], 0);
}
}
VCMI_LIB_NAMESPACE_END