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vcmi/lib/CSkillHandler.cpp

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/*
* CSkillHandler.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 <cctype>
#include "CSkillHandler.h"
#include "CGeneralTextHandler.h"
#include "filesystem/Filesystem.h"
#include "JsonNode.h"
#include "CModHandler.h"
#include "StringConstants.h"
#include "CStack.h"
#include "battle/BattleInfo.h"
#include "battle/CBattleInfoCallback.h"
///CSkill
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CSkill::LevelInfo::LevelInfo() : description("")
{
}
CSkill::LevelInfo::~LevelInfo()
{
}
CSkill::CSkill(SecondarySkill id) : id(id)
{
if(id == SecondarySkill::DEFAULT)
identifier = "default";
else
identifier = NSecondarySkill::names[id];
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// init levels
LevelInfo emptyLevel;
for(int level = 1; level < NSecondarySkill::levels.size(); level++)
levels.push_back(emptyLevel);
}
CSkill::~CSkill()
{
}
void CSkill::addNewBonus(const std::shared_ptr<Bonus>& b, int level)
{
b->source = Bonus::SECONDARY_SKILL;
b->sid = id;
b->duration = Bonus::PERMANENT;
b->description = identifier;
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levels[level-1].effects.push_back(b);
}
void CSkill::setDescription(const std::string & desc, int level)
{
levels[level-1].description = desc;
}
const std::vector<std::shared_ptr<Bonus>> & CSkill::getBonus(int level) const
{
return levels[level-1].effects;
}
const std::string & CSkill::getDescription(int level) const
{
return levels[level-1].description;
}
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DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const CSkill::LevelInfo &info)
{
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out << "(\"" << info.description << "\", [";
for(int i=0; i < info.effects.size(); i++)
out << (i ? "," : "") << info.effects[i]->Description();
return out << "])";
}
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DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const CSkill &skill)
{
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out << "Skill(" << (int)skill.id << "," << skill.identifier << "): [";
for(int i=0; i < skill.levels.size(); i++)
out << (i ? "," : "") << skill.levels[i];
return out << "]";
}
std::string CSkill::toString() const
{
std::ostringstream ss;
ss << *this;
return ss.str();
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}
///CSkillHandler
CSkillHandler::CSkillHandler()
{
for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
{
CSkill * skill = new CSkill(SecondarySkill(id));
for(int level = 1; level < NSecondarySkill::levels.size(); level++)
for (auto bonus : defaultBonus(SecondarySkill(id), level))
skill->addNewBonus(bonus, level);
objects.push_back(skill);
}
}
std::vector<JsonNode> CSkillHandler::loadLegacyData(size_t dataSize)
{
// not supported - no legacy data to load
std::vector<JsonNode> legacyData;
return legacyData;
}
const std::string CSkillHandler::getTypeName() const
{
return "skill";
}
CSkill * CSkillHandler::loadFromJson(const JsonNode & json, const std::string & identifier)
{
CSkill * skill = NULL;
for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
{
if(NSecondarySkill::names[id].compare(identifier) == 0)
{
skill = new CSkill(SecondarySkill(id));
break;
}
}
if(!skill)
{
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logGlobal->error("unknown secondary skill %s", identifier);
throw std::runtime_error("invalid skill");
}
for(int level = 1; level < NSecondarySkill::levels.size(); level++)
{
const std::string & levelName = NSecondarySkill::levels[level]; // basic, advanced, expert
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const JsonNode & levelNode = json[levelName];
// parse bonus effects
for(auto b : levelNode["effects"].Vector())
{
auto bonus = JsonUtils::parseBonus(b);
bonus->sid = skill->id;
skill->addNewBonus(bonus, level);
}
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// parse skill description - tracked separately
if(vstd::contains(levelNode.Struct(), "description") && !levelNode["description"].isNull())
//CGI->generaltexth->skillInfoTexts[skill->id][level-1] = levelNode["description"].String();
skill->setDescription(levelNode["description"].String(), level);
}
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logMod->debug("loaded secondary skill %s(%d)", identifier, (int)skill->id);
logMod->trace("%s", skill->toString());
return skill;
}
void CSkillHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
{
auto type_name = getTypeName();
auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name));
if(object->id == SecondarySkill::DEFAULT) // new skill - no index identified
{
object->id = SecondarySkill(objects.size());
objects.push_back(object);
}
else
objects[object->id] = object;
registerObject(scope, type_name, name, object->id);
}
void CSkillHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
{
auto type_name = getTypeName();
auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name));
assert(object->id == index);
objects[index] = object;
registerObject(scope,type_name, name, object->id);
}
void CSkillHandler::afterLoadFinalization()
{
}
void CSkillHandler::beforeValidate(JsonNode & object)
{
}
CSkillHandler::~CSkillHandler()
{
}
std::vector<bool> CSkillHandler::getDefaultAllowed() const
{
std::vector<bool> allowedSkills(objects.size(), true);
return allowedSkills;
}
// HMM3 default bonus provided by secondary skill
std::vector<std::shared_ptr<Bonus>> CSkillHandler::defaultBonus(SecondarySkill skill, int level) const
{
std::vector<std::shared_ptr<Bonus>> result;
// add bonus based on current values - useful for adding multiple bonuses easily
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auto addBonus = [=,&result](int bonusVal, Bonus::BonusType bonusType = Bonus::SECONDARY_SKILL_PREMY, int subtype = 0)
{
if(bonusType == Bonus::SECONDARY_SKILL_PREMY || bonusType == Bonus::SECONDARY_SKILL_VAL2)
subtype = skill;
result.push_back(std::make_shared<Bonus>(Bonus::PERMANENT, bonusType, Bonus::SECONDARY_SKILL, bonusVal, skill, subtype, Bonus::BASE_NUMBER));
};
switch(skill)
{
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case SecondarySkill::PATHFINDING:
addBonus(25 * level); break;
case SecondarySkill::ARCHERY:
addBonus(5 + 5 * level * level); break;
case SecondarySkill::LOGISTICS:
addBonus(10 * level); break;
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case SecondarySkill::SCOUTING:
addBonus(level, Bonus::SIGHT_RADIOUS); break;
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case SecondarySkill::DIPLOMACY:
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addBonus(level);
addBonus(20 * level, Bonus::SURRENDER_DISCOUNT); break;
case SecondarySkill::NAVIGATION:
addBonus(50 * level); break;
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case SecondarySkill::LEADERSHIP:
addBonus(level, Bonus::MORALE); break;
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case SecondarySkill::LUCK:
addBonus(level, Bonus::LUCK); break;
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case SecondarySkill::BALLISTICS:
addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::CATAPULT);
addBonus(level);
break;
case SecondarySkill::EAGLE_EYE:
addBonus(30 + 10 * level);
addBonus(1 + level, Bonus::SECONDARY_SKILL_VAL2);
break;
case SecondarySkill::NECROMANCY:
addBonus(10 * level); break;
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case SecondarySkill::ESTATES:
addBonus(125 << (level-1)); break;
case SecondarySkill::FIRE_MAGIC:
case SecondarySkill::AIR_MAGIC:
case SecondarySkill::WATER_MAGIC:
case SecondarySkill::EARTH_MAGIC:
addBonus(level); break;
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case SecondarySkill::SCHOLAR:
addBonus(1 + level); break;
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case SecondarySkill::TACTICS:
addBonus(1 + 2 * level); break;
case SecondarySkill::ARTILLERY:
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addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::BALLISTA);
addBonus(25 + 25 * level);
if(level > 1) // extra attack
addBonus(1, Bonus::SECONDARY_SKILL_VAL2);
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break;
case SecondarySkill::LEARNING:
addBonus(5 * level); break;
case SecondarySkill::OFFENCE:
addBonus(10 * level); break;
case SecondarySkill::ARMORER:
addBonus(5 * level); break;
case SecondarySkill::INTELLIGENCE:
addBonus(25 << (level-1)); break;
case SecondarySkill::SORCERY:
addBonus(5 * level); break;
case SecondarySkill::RESISTANCE:
addBonus(5 << (level-1)); break;
case SecondarySkill::FIRST_AID:
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addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT);
addBonus(25 + 25 * level); break;
default:
addBonus(level); break;
}
return result;
}