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changed indentation from spaces to tabs
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@@ -37,14 +37,14 @@ CSkill::LevelInfo::~LevelInfo()
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CSkill::CSkill(SecondarySkill id) : id(id)
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{
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if(id == SecondarySkill::DEFAULT)
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identifier = "default";
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else
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identifier = NSecondarySkill::names[id];
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// init levels
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LevelInfo emptyLevel;
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for(int level = 1; level < NSecondarySkill::levels.size(); level++)
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levels.push_back(emptyLevel);
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if(id == SecondarySkill::DEFAULT)
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identifier = "default";
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else
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identifier = NSecondarySkill::names[id];
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// init levels
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LevelInfo emptyLevel;
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for(int level = 1; level < NSecondarySkill::levels.size(); level++)
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levels.push_back(emptyLevel);
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}
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CSkill::~CSkill()
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@@ -53,42 +53,42 @@ CSkill::~CSkill()
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void CSkill::addNewBonus(const std::shared_ptr<Bonus>& b, int level)
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{
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b->source = Bonus::SECONDARY_SKILL;
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b->source = Bonus::SECONDARY_SKILL;
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b->sid = id;
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b->duration = Bonus::PERMANENT;
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b->description = identifier;
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levels[level-1].effects.push_back(b);
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b->duration = Bonus::PERMANENT;
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b->description = identifier;
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levels[level-1].effects.push_back(b);
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}
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void CSkill::setDescription(const std::string & desc, int level)
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{
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levels[level-1].description = desc;
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levels[level-1].description = desc;
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}
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const std::vector<std::shared_ptr<Bonus>> & CSkill::getBonus(int level) const
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{
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return levels[level-1].effects;
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return levels[level-1].effects;
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}
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const std::string & CSkill::getDescription(int level) const
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{
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return levels[level-1].description;
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return levels[level-1].description;
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}
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DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const CSkill::LevelInfo &info)
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{
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out << "(\"" << info.description << "\", [";
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for(int i=0; i < info.effects.size(); i++)
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out << (i ? "," : "") << info.effects[i]->Description();
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return out << "])";
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out << "(\"" << info.description << "\", [";
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for(int i=0; i < info.effects.size(); i++)
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out << (i ? "," : "") << info.effects[i]->Description();
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return out << "])";
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}
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DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const CSkill &skill)
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{
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out << "Skill(" << (int)skill.id << "," << skill.identifier << "): [";
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for(int i=0; i < skill.levels.size(); i++)
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out << (i ? "," : "") << skill.levels[i];
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return out << "]";
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out << "Skill(" << (int)skill.id << "," << skill.identifier << "): [";
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for(int i=0; i < skill.levels.size(); i++)
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out << (i ? "," : "") << skill.levels[i];
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return out << "]";
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}
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std::string CSkill::toString() const
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@@ -101,14 +101,14 @@ std::string CSkill::toString() const
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///CSkillHandler
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CSkillHandler::CSkillHandler()
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{
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for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
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{
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CSkill * skill = new CSkill(SecondarySkill(id));
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for(int level = 1; level < NSecondarySkill::levels.size(); level++)
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for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
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{
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CSkill * skill = new CSkill(SecondarySkill(id));
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for(int level = 1; level < NSecondarySkill::levels.size(); level++)
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for (auto bonus : defaultBonus(SecondarySkill(id), level))
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skill->addNewBonus(bonus, level);
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objects.push_back(skill);
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}
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objects.push_back(skill);
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}
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}
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std::vector<JsonNode> CSkillHandler::loadLegacyData(size_t dataSize)
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@@ -141,42 +141,42 @@ const std::string CSkillHandler::getTypeName() const
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CSkill * CSkillHandler::loadFromJson(const JsonNode & json, const std::string & identifier)
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{
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CSkill * skill = NULL;
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CSkill * skill = NULL;
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for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
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{
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if(NSecondarySkill::names[id].compare(identifier) == 0)
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{
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skill = new CSkill(SecondarySkill(id));
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break;
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}
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}
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for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
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{
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if(NSecondarySkill::names[id].compare(identifier) == 0)
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{
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skill = new CSkill(SecondarySkill(id));
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break;
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}
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}
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if(!skill)
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{
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logGlobal->error("unknown secondary skill %s", identifier);
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throw std::runtime_error("invalid skill");
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}
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if(!skill)
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{
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logGlobal->error("unknown secondary skill %s", identifier);
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throw std::runtime_error("invalid skill");
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}
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for(int level = 1; level < NSecondarySkill::levels.size(); level++)
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{
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const std::string & levelName = NSecondarySkill::levels[level]; // basic, advanced, expert
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const JsonNode & levelNode = json[levelName];
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// parse bonus effects
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for(int level = 1; level < NSecondarySkill::levels.size(); level++)
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{
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const std::string & levelName = NSecondarySkill::levels[level]; // basic, advanced, expert
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const JsonNode & levelNode = json[levelName];
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// parse bonus effects
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for(auto b : levelNode["effects"].Struct())
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{
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{
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auto bonus = JsonUtils::parseBonus(b.second);
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bonus->sid = skill->id;
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skill->addNewBonus(bonus, level);
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}
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// parse skill description - tracked separately
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if(vstd::contains(levelNode.Struct(), "description") && !levelNode["description"].isNull())
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skill->setDescription(levelNode["description"].String(), level);
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}
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logMod->debug("loaded secondary skill %s(%d)", identifier, (int)skill->id);
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logMod->trace("%s", skill->toString());
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bonus->sid = skill->id;
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skill->addNewBonus(bonus, level);
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}
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// parse skill description - tracked separately
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if(vstd::contains(levelNode.Struct(), "description") && !levelNode["description"].isNull())
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skill->setDescription(levelNode["description"].String(), level);
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}
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logMod->debug("loaded secondary skill %s(%d)", identifier, (int)skill->id);
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logMod->trace("%s", skill->toString());
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return skill;
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return skill;
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}
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void CSkillHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
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@@ -231,8 +231,8 @@ CSkillHandler::~CSkillHandler()
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std::vector<bool> CSkillHandler::getDefaultAllowed() const
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{
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std::vector<bool> allowedSkills(objects.size(), true);
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return allowedSkills;
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std::vector<bool> allowedSkills(objects.size(), true);
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return allowedSkills;
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}
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// HMM3 default bonus provided by secondary skill
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