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Implemented deterministic secondary skills, #1166.

This commit is contained in:
DjWarmonger
2013-09-09 15:23:59 +00:00
parent a1d3bcb276
commit 39f9069ed9
6 changed files with 111 additions and 5 deletions

View File

@ -986,7 +986,26 @@ const std::string & CGHeroInstance::getBiography() const
return biography;
return type->biography;
}
void CGHeroInstance::initObj() //TODO: use bonus system
ui8 CGHeroInstance::maxlevelsToMagicSchool() const
{
return type->heroClass->isMagicHero() ? 3 : 4;
}
ui8 CGHeroInstance::maxlevelsToWisdom() const
{
return type->heroClass->isMagicHero() ? 3 : 6;
}
void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
{
magicSchoolCounter = 1;
}
void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
{
wisdomCounter = 1;
}
void CGHeroInstance::initObj()
{
blockVisit = true;
auto hs = new HeroSpecial();
@ -996,6 +1015,10 @@ void CGHeroInstance::initObj() //TODO: use bonus system
if(!type)
initHero(); //TODO: set up everything for prison before specialties are configured
skillsInfo.randomSeed = rand();
skillsInfo.resetMagicSchoolCounter();
skillsInfo.resetWisdomCounter();
for(const auto &spec : type->spec) //TODO: unfity with bonus system
{
auto bonus = new Bonus();
@ -1636,6 +1659,33 @@ ArtBearer::ArtBearer CGHeroInstance::bearerType() const
std::vector<SecondarySkill> CGHeroInstance::levelUpProposedSkills() const
{
std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
if (!skillsInfo.magicSchoolCounter)
{
std::vector<SecondarySkill> ss;
ss += SecondarySkill::FIRE_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC, SecondarySkill::EARTH_MAGIC;
auto rng = [=](ui32 val)-> ui32
{
return skillsInfo.randomSeed % val; //must be determined
};
std::random_shuffle(ss.begin(), ss.end(), rng);
for (auto skill : ss)
{
if (cb->isAllowed(2, skill) && !getSecSkillLevel(skill)) //only schools hero doesn't know yet
{
obligatorySkills.push_back(skill);
break; //only one
}
}
}
if (!skillsInfo.wisdomCounter)
{
if (cb->isAllowed(2, SecondarySkill::WISDOM) && !getSecSkillLevel(SecondarySkill::WISDOM))
obligatorySkills.push_back(SecondarySkill::WISDOM);
}
std::vector<SecondarySkill> skills;
//picking sec. skills for choice
std::set<SecondarySkill> basicAndAdv, expert, none;
@ -1651,9 +1701,19 @@ std::vector<SecondarySkill> CGHeroInstance::levelUpProposedSkills() const
expert.insert(elem.first);
none.erase(elem.first);
}
for (auto s : obligatorySkills) //don't duplicate them
{
none.erase (s);
basicAndAdv.erase (s);
expert.erase (s);
}
//first offered skill
if(basicAndAdv.size())
if (canLearnSkill() && obligatorySkills.size()) //offer always if possible
{
skills.push_back (obligatorySkills[0]);
}
else if(basicAndAdv.size())
{
SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv);//upgrade existing
skills.push_back(s);
@ -1666,7 +1726,11 @@ std::vector<SecondarySkill> CGHeroInstance::levelUpProposedSkills() const
}
//second offered skill
if(none.size() && canLearnSkill()) //hero have free skill slot
if (canLearnSkill() && obligatorySkills.size() > 1)
{
skills.push_back (obligatorySkills[1]);
}
else if(none.size() && canLearnSkill()) //hero have free skill slot
{
skills.push_back(type->heroClass->chooseSecSkill(none)); //new skill
}