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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

added bonus type SECONDARY_SKILL_VAL2; refactored CSkillHandler::defaultBonus; made eagleEye level bonus-based

This commit is contained in:
Henning Koehler 2017-08-27 17:40:52 +12:00
parent 9bbfb57b93
commit 25e6b5cc07
5 changed files with 102 additions and 42 deletions

View File

@ -369,6 +369,59 @@
]
}
},
"eagleEye" : {
"basic" : {
"description" : "",
"effects" : [
{
"subtype" : "skill.eagleEye",
"type" : "SECONDARY_SKILL_PREMY",
"val" : 40,
"valueType" : "BASE_NUMBER"
},
{
"subtype" : "skill.eagleEye",
"type" : "SECONDARY_SKILL_VAL2",
"val" : 2,
"valueType" : "BASE_NUMBER"
}
]
},
"advanced" : {
"description" : "",
"effects" : [
{
"subtype" : "skill.eagleEye",
"type" : "SECONDARY_SKILL_PREMY",
"val" : 50,
"valueType" : "BASE_NUMBER"
},
{
"subtype" : "skill.eagleEye",
"type" : "SECONDARY_SKILL_VAL2",
"val" : 3,
"valueType" : "BASE_NUMBER"
}
]
},
"expert" : {
"description" : "",
"effects" : [
{
"subtype" : "skill.eagleEye",
"type" : "SECONDARY_SKILL_PREMY",
"val" : 60,
"valueType" : "BASE_NUMBER"
},
{
"subtype" : "skill.eagleEye",
"type" : "SECONDARY_SKILL_VAL2",
"val" : 4,
"valueType" : "BASE_NUMBER"
}
]
}
},
"estates" : {
"basic" : {
"description" : "With Basic Estates, a hero contributes 125 gold per day to your cause.",

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@ -54,6 +54,7 @@ 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;
levels[level-1].effects.push_back(b);
@ -104,7 +105,8 @@ CSkillHandler::CSkillHandler()
{
CSkill * skill = new CSkill(SecondarySkill(id));
for(int level = 1; level < NSecondarySkill::levels.size(); level++)
skill->addNewBonus(defaultBonus(SecondarySkill(id), level), level);
for (auto bonus : defaultBonus(SecondarySkill(id), level))
skill->addNewBonus(bonus, level);
objects.push_back(skill);
}
}
@ -209,56 +211,61 @@ std::vector<bool> CSkillHandler::getDefaultAllowed() const
}
// HMM3 default bonus provided by secondary skill
const std::shared_ptr<Bonus> CSkillHandler::defaultBonus(SecondarySkill skill, int level) const
std::vector<std::shared_ptr<Bonus>> CSkillHandler::defaultBonus(SecondarySkill skill, int level) const
{
Bonus::BonusType bonusType = Bonus::SECONDARY_SKILL_PREMY;
Bonus::ValueType valueType = Bonus::BASE_NUMBER;
int bonusVal = level;
std::vector<std::shared_ptr<Bonus>> result;
switch (skill)
// add bonus based on current values - useful for adding multiple bonuses easily
auto addBonus = [=,&result](int bonusVal, Bonus::BonusType bonusType = Bonus::SECONDARY_SKILL_PREMY) {
int subtype = (bonusType == Bonus::SECONDARY_SKILL_PREMY || bonusType == Bonus::SECONDARY_SKILL_VAL2) ? skill : 0;
result.push_back(std::make_shared<Bonus>(Bonus::PERMANENT, bonusType, Bonus::SECONDARY_SKILL, bonusVal, skill, subtype, Bonus::BASE_NUMBER));
};
switch(skill)
{
case SecondarySkill::PATHFINDING:
bonusVal = 25 * level; break;
addBonus(25 * level); break;
case SecondarySkill::ARCHERY:
bonusVal = 5 + 5 * level * level; break;
addBonus(5 + 5 * level * level); break;
case SecondarySkill::LOGISTICS:
bonusVal = 10 * level; break;
addBonus(10 * level); break;
case SecondarySkill::SCOUTING:
bonusType = Bonus::SIGHT_RADIOUS; break;
addBonus(level, Bonus::SIGHT_RADIOUS); break;
case SecondarySkill::DIPLOMACY:
bonusType = Bonus::SURRENDER_DISCOUNT;
bonusVal = 20 * level; break;
addBonus(20 * level, Bonus::SURRENDER_DISCOUNT); break;
case SecondarySkill::NAVIGATION:
bonusVal = 50 * level; break;
addBonus(50 * level); break;
case SecondarySkill::LEADERSHIP:
bonusType = Bonus::MORALE; break;
addBonus(level, Bonus::MORALE); break;
case SecondarySkill::LUCK:
bonusType = Bonus::LUCK; break;
addBonus(level, Bonus::LUCK); break;
case SecondarySkill::EAGLE_EYE:
bonusVal = 30 + 10 * level; break;
case SecondarySkill::NECROMANCY:
bonusVal = 10 * level; break;
case SecondarySkill::ESTATES:
bonusVal = 125 << (level-1); break;
case SecondarySkill::TACTICS:
bonusVal = 1 + 2 * level; break;
case SecondarySkill::LEARNING:
bonusVal = 5 * level; break;
case SecondarySkill::OFFENCE:
bonusVal = 10 * level; break;
case SecondarySkill::ARMORER:
bonusVal = 5 * level; break;
case SecondarySkill::INTELLIGENCE:
bonusVal = 25 << (level-1); break;
case SecondarySkill::SORCERY:
bonusVal = 5 * level; break;
case SecondarySkill::RESISTANCE:
bonusVal = 5 << (level-1); break;
case SecondarySkill::FIRST_AID:
bonusVal = 25 + 25 * level; break;
default:
addBonus(30 + 10 * level);
addBonus(1 + level, Bonus::SECONDARY_SKILL_VAL2);
break;
case SecondarySkill::NECROMANCY:
addBonus(10 * level); break;
case SecondarySkill::ESTATES:
addBonus(125 << (level-1)); break;
case SecondarySkill::TACTICS:
addBonus(1 + 2 * level); 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:
addBonus(25 + 25 * level); break;
default:
addBonus(level); break;
}
return std::make_shared<Bonus>(Bonus::PERMANENT, bonusType, Bonus::SECONDARY_SKILL, bonusVal, skill, skill, valueType);
return result;
}

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@ -84,5 +84,5 @@ public:
protected:
CSkill * loadFromJson(const JsonNode & json, const std::string & identifier) override;
const std::shared_ptr<Bonus> defaultBonus(SecondarySkill skill, int level) const;
std::vector<std::shared_ptr<Bonus>> defaultBonus(SecondarySkill skill, int level) const;
};

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@ -95,6 +95,7 @@ private:
BONUS_NAME(FULL_MANA_REGENERATION) /*all mana points are replenished every day*/ \
BONUS_NAME(NONEVIL_ALIGNMENT_MIX) /*good and neutral creatures can be mixed without morale penalty*/ \
BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \
BONUS_NAME(SECONDARY_SKILL_VAL2) /*for secondary skills that have multiple effects, like eagle eye (max level and chance)*/ \
BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \
BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - subtracted to this part*/ \
BONUS_NAME(FLYING_MOVEMENT) /*value - penalty percentage*/ \

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@ -592,12 +592,11 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
if (finishingBattle->winnerHero)
{
if (int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
{
int maxLevel = eagleEyeLevel + 1;
double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
if (sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
if (sp->level <= eagleEyeLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
cs.spells.insert(sp->id);
}
}