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https://github.com/vcmi/vcmi.git
synced 2025-01-12 02:28:11 +02:00
Partial Stack Exp operations. Can't really test it as battle is unplayable atm.
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7a49240520
commit
252cee96f5
@ -114,7 +114,7 @@ public:
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std::map<TBonusType, std::pair<std::string, std::string> > stackBonuses; // bonus => name, description
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std::vector<std::vector<ui32>> expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
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std::vector<ui32> maxExpPerBattle; //tiers same as above
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std::vector<ui32> maxExpPerBattle; //%, tiers same as above
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si8 expAfterUpgrade;//multiplier in %
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void loadCreatures();
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@ -218,10 +218,18 @@ void CCreatureSet::setStackCount(TSlot slot, TQuantity count)
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{
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assert(hasStackAtSlot(slot));
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assert(count > 0);
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if (STACK_EXP)
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stacks[slot]->experience *= ((stacks[slot]->count + count)/(float)stacks[slot]->count);
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stacks[slot]->count = count;
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armyChanged();
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}
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void CCreatureSet::giveStackExp(expType exp)
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{
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for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); i++)
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i->second->giveStackExp(exp);
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}
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void CCreatureSet::clear()
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{
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while(!stacks.empty())
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@ -453,6 +461,19 @@ int CStackInstance::getExpRank() const
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}
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}
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void CStackInstance::giveStackExp(expType exp)
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{
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int level = type->level;
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if (!iswith(level, 1, 7))
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level = 0;
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CCreatureHandler * creh = VLC->creh;
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amin(exp, (expType)creh->expRanks[level].back()); //prevent exp overflow due to different types
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amin(exp, (exp * creh->maxExpPerBattle[level])/100);
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amin(experience += exp, creh->expRanks[level].back()); //can't get more exp than this limit
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}
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void CStackInstance::setType(int creID)
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{
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setType(VLC->creh->creatures[creID]);
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@ -461,7 +482,11 @@ void CStackInstance::setType(int creID)
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void CStackInstance::setType(const CCreature *c)
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{
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if(type)
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{
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detachFrom(const_cast<CCreature*>(type));
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if (type->isMyUpgrade(c) && STACK_EXP)
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experience *= VLC->creh->expAfterUpgrade / 100.0f;
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}
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type = c;
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@ -59,6 +59,7 @@ public:
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void setType(int creID);
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void setType(const CCreature *c);
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void setArmyObj(const CArmedInstance *ArmyObj);
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void giveStackExp(expType exp);
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bool valid(bool allowUnrandomized) const;
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virtual std::string nodeName() const OVERRIDE;
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void deserializationFix();
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@ -118,6 +119,7 @@ public:
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void setStackCount(TSlot slot, TQuantity count); //stack must exist!
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CStackInstance *detachStack(TSlot slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted)
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void setStackType(TSlot slot, const CCreature *type);
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void giveStackExp(expType exp);
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//derivative
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void eraseStack(TSlot slot); //slot must be occupied
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@ -1179,7 +1179,7 @@ void CGHeroInstance::updateSkill(int which, int val)
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int skillVal = 0;
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switch (which)
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{
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case 1: //Archery
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case ARCHERY:
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switch (val)
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{
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case 1:
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@ -1190,27 +1190,29 @@ void CGHeroInstance::updateSkill(int which, int val)
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skillVal = 50; break;
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}
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break;
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case 2: //Logistics
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case LOGISTICS:
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skillVal = 10 * val; break;
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case 5: //Navigation
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case NAVIGATION:
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skillVal = 50 * val; break;
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case 8: //Mysticism
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case MYSTICISM:
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skillVal = val; break;
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case 11: //eagle Eye
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case EAGLE_EYE:
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skillVal = 30 + 10 * val; break;
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case 12: //Necromancy
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case NECROMANCY:
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skillVal = 10 * val; break;
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case 22: //Offense
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skillVal = 10 * val; break;
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case 23: //Armorer
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case LEARNING:
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skillVal = 5 * val; break;
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case 24: //Intelligence
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case OFFENCE:
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skillVal = 10 * val; break;
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case ARMORER:
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skillVal = 5 * val; break;
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case INTELLIGENCE:
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skillVal = 25 << (val-1); break;
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case 25: //Sorcery
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case SORCERY:
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skillVal = 5 * val; break;
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case 26: //Resistance
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case RESISTANCE:
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skillVal = 5 << (val-1); break;
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case 27: //First Aid
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case FIRST_AID:
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skillVal = 25 + 25*val; break;
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}
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@ -1246,6 +1248,11 @@ int CGHeroInstance::getTotalStrength() const
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return (int) ret;
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}
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expType CGHeroInstance::calculateXp(expType exp) const
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{
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return exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::LEARNING))/100.0f;
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}
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ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool) const
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{
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si16 skill = -1; //skill level
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@ -2492,7 +2499,7 @@ void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const
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case 100: //give exp
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{
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const CGHeroInstance *h = cb->getHero(heroID);
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val = val*(100+h->getSecSkillLevel(CGHeroInstance::LEARNING)*5)/100.0f;
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val = h->calculateXp(val);
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InfoWindow iw;
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iw.soundID = sound;
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iw.components.push_back(Component(id,subid,val,0));
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@ -3836,7 +3843,7 @@ void CGPickable::onHeroVisit( const CGHeroInstance * h ) const
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sd.player = h->tempOwner;
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sd.text << std::pair<ui8,ui32>(11,146);
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sd.components.push_back(Component(2,6,val1,0));
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int expVal = val2*(100+h->getSecSkillLevel(CGHeroInstance::LEARNING)*5)/100.0f;
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expType expVal = h->calculateXp(val2);
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sd.components.push_back(Component(5,0,expVal, 0));
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sd.soundID = soundBase::chest;
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boost::function<void(ui32)> fun = boost::bind(&CGPickable::chosen,this,_1,h->id);
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@ -3857,7 +3864,7 @@ void CGPickable::chosen( int which, int heroID ) const
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cb->giveResource(cb->getOwner(heroID),6,val1);
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break;
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case 2: //player pick exp
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cb->changePrimSkill(heroID, 4, val2*(100+h->getSecSkillLevel(CGHeroInstance::LEARNING)*5)/100.0f);
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cb->changePrimSkill(heroID, 4, h->calculateXp(val2));
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break;
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default:
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throw std::string("Unhandled treasure choice");
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@ -4374,7 +4381,7 @@ void CGSeerHut::completeQuest (const CGHeroInstance * h) const //reward
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{
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case 1: //experience
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{
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int expVal = rVal*(100+h->getSecSkillLevel(CGHeroInstance::LEARNING)*5)/100.0f;
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expType expVal = h->calculateXp(rVal);
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cb->changePrimSkill(h->id, 4, expVal, false);
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break;
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}
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@ -4862,7 +4869,7 @@ void CGPandoraBox::giveContents( const CGHeroInstance *h, bool afterBattle ) con
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if(gainedExp || changesPrimSkill || abilities.size())
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{
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expType expVal = gainedExp*(100+h->getSecSkillLevel(CGHeroInstance::LEARNING)*5)/100.0f;
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expType expVal = h->calculateXp(gainedExp);
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getText(iw,afterBattle,175,h);
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if(expVal)
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@ -6165,8 +6172,10 @@ void CGSirens::onHeroVisit( const CGHeroInstance * h ) const
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if(xp)
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{
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xp = h->calculateXp(xp);
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iw.text.addTxt(11,132);
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iw.text.addReplacement(xp);
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cb->changePrimSkill(h->ID, 4, xp, false);
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}
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else
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{
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@ -6174,8 +6183,7 @@ void CGSirens::onHeroVisit( const CGHeroInstance * h ) const
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}
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}
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cb->showInfoDialog(&iw);
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//////////////////////////////////////////////////////////////////////////
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///TODO: WHAT WITH EXP?
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}
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//bool IShipyard::validLocation() const
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@ -408,6 +408,7 @@ public:
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static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
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double getHeroStrength() const;
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int getTotalStrength() const;
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expType calculateXp(expType exp) const; //apply learning skill
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ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = NULL) const; //returns level on which given spell would be cast by this hero (0 - none, 1 - basic etc); optionally returns number of selected school by arg - 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic,
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bool canCastThisSpell(const CSpell * spell) const; //determines if this hero can cast given spell; takes into account existing spell in spellbook, existing spellbook and artifact bonuses
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CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
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@ -196,6 +196,8 @@ void CGameHandler::levelUpHero(int ID, int skill)
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void CGameHandler::levelUpHero(int ID)
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{
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CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
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if (hero->battle)
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tlog1<<"Battle found\n";
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if (hero->exp < VLC->heroh->reqExp(hero->level+1)) // no more level-ups
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return;
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@ -287,7 +289,9 @@ void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
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sendAndApply(&sps);
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if(which==4) //only for exp - hero may level up
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{
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//TODO: Stack Experience only after battle
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levelUpHero(ID);
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//TODO: Commander
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}
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}
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@ -340,9 +344,9 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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//end battle, remove all info, free memory
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giveExp(*battleResult.data);
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if (hero1)
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battleResult.data->exp[0] *= (100+hero1->getSecSkillLevel(CGHeroInstance::LEARNING)*5)/100.0f;//sholar skill
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battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
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if (hero2)
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battleResult.data->exp[1] *= (100+hero2->getSecSkillLevel(CGHeroInstance::LEARNING)*5)/100.0f;
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battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
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ui8 sides[2];
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for(int i=0; i<2; ++i)
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@ -4687,7 +4691,7 @@ bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstanc
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int dump, exp;
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market->getOffer(crid, 0, dump, exp, CREATURE_EXP);
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exp *= count;
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changePrimSkill(hero->id, 4, exp*(100+hero->getSecSkillLevel(CGHeroInstance::LEARNING)*5)/100.0f);
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changePrimSkill(hero->id, 4, hero->calculateXp(exp));
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return true;
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}
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