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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-25 22:42:04 +02:00

Rework campaign bonuses storage in type-safe form

Replaced campaign bonuses from using 3 integers to store anything with
type-safe version that uses std::variant that ensures that all bonuses
are in correct state.

Also removed "interesting" solutions like storing primary skills using
bit shifts.

Prerequirement for HotA campaign support
This commit is contained in:
Ivan Savenko
2025-05-28 18:03:17 +03:00
parent 713dbfb1f7
commit 2cd29c1893
16 changed files with 1028 additions and 707 deletions

View File

@@ -80,7 +80,7 @@ JsonNode CampaignRegions::toJson(CampaignRegions cr)
JsonNode node;
node["prefix"].String() = cr.campPrefix;
node["colorSuffixLength"].Float() = cr.colorSuffixLength;
if(!cr.campSuffix.size())
if(cr.campSuffix.empty())
node["suffix"].clear();
else
node["suffix"].Vector() = JsonVector{ JsonNode(cr.campSuffix[0]), JsonNode(cr.campSuffix[1]), JsonNode(cr.campSuffix[2]) };
@@ -127,7 +127,7 @@ std::optional<Point> CampaignRegions::getLabelPosition(CampaignScenarioID which)
return region.labelPos;
}
ImagePath CampaignRegions::getNameFor(CampaignScenarioID which, int colorIndex, std::string type) const
ImagePath CampaignRegions::getNameFor(CampaignScenarioID which, int colorIndex, const std::string & type) const
{
auto const & region = regions[which.getNum()];
@@ -166,24 +166,13 @@ ImagePath CampaignRegions::getConqueredName(CampaignScenarioID which, int color)
return getNameFor(which, color, campSuffix[2]);
}
bool CampaignBonus::isBonusForHero() const
{
return type == CampaignBonusType::SPELL ||
type == CampaignBonusType::MONSTER ||
type == CampaignBonusType::ARTIFACT ||
type == CampaignBonusType::SPELL_SCROLL ||
type == CampaignBonusType::PRIMARY_SKILL ||
type == CampaignBonusType::SECONDARY_SKILL;
}
void CampaignHeader::loadLegacyData(ui8 campId)
{
campaignRegions = CampaignRegions::getLegacy(campId);
numberOfScenarios = LIBRARY->generaltexth->getCampaignLength(campId);
}
void CampaignHeader::loadLegacyData(CampaignRegions regions, int numOfScenario)
void CampaignHeader::loadLegacyData(const CampaignRegions & regions, int numOfScenario)
{
campaignRegions = regions;
numberOfScenarios = numOfScenario;