mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
secondary skill bonuses get updated via replacement (issue 2796)
This commit is contained in:
parent
26aad17295
commit
4c0a67041b
@ -850,6 +850,14 @@ void CBonusSystemNode::removeBonus(const std::shared_ptr<Bonus>& b)
|
||||
CBonusSystemNode::treeHasChanged();
|
||||
}
|
||||
|
||||
void CBonusSystemNode::removeBonuses(const CSelector &selector)
|
||||
{
|
||||
BonusList toRemove;
|
||||
exportedBonuses.getBonuses(toRemove, selector);
|
||||
for(auto bonus : toRemove)
|
||||
removeBonus(bonus);
|
||||
}
|
||||
|
||||
bool CBonusSystemNode::actsAsBonusSourceOnly() const
|
||||
{
|
||||
switch(nodeType)
|
||||
|
@ -709,6 +709,7 @@ public:
|
||||
void propagateBonus(std::shared_ptr<Bonus> b);
|
||||
void unpropagateBonus(std::shared_ptr<Bonus> b);
|
||||
void removeBonus(const std::shared_ptr<Bonus>& b);
|
||||
void removeBonuses(const CSelector &selector);
|
||||
void newRedDescendant(CBonusSystemNode *descendant); //propagation needed
|
||||
void removedRedDescendant(CBonusSystemNode *descendant); //de-propagation needed
|
||||
|
||||
|
@ -536,8 +536,8 @@ void CGHeroInstance::recreateSecondarySkillsBonuses()
|
||||
removeBonus(bonus);
|
||||
|
||||
for(auto skill_info : secSkills)
|
||||
for(int level = 1; level <= skill_info.second; level++)
|
||||
updateSkill(SecondarySkill(skill_info.first), level);
|
||||
if(skill_info.second > 0)
|
||||
updateSkill(SecondarySkill(skill_info.first), skill_info.second);
|
||||
}
|
||||
|
||||
void CGHeroInstance::recreateSpecialtyBonuses(std::vector<HeroSpecial *> & specialtyDeprecated)
|
||||
@ -559,21 +559,10 @@ void CGHeroInstance::recreateSpecialtyBonuses(std::vector<HeroSpecial *> & speci
|
||||
|
||||
void CGHeroInstance::updateSkill(SecondarySkill which, int val)
|
||||
{
|
||||
removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
|
||||
auto skillBonus = (*VLC->skillh)[which]->getBonus(val);
|
||||
for (auto b : skillBonus)
|
||||
{
|
||||
// bonuses provided by different levels of a secondary skill are aggregated via max (not + as usual)
|
||||
// different secondary skills providing the same bonus (e.g. ballistics might improve archery as well) are kept separate
|
||||
std::shared_ptr<Bonus> existing = getBonusLocalFirst(
|
||||
Selector::typeSubtype(b->type, b->subtype).And(
|
||||
Selector::source(Bonus::SECONDARY_SKILL, b->sid).And(
|
||||
Selector::valueType(b->valType))));
|
||||
if(existing)
|
||||
vstd::amax(existing->val, b->val);
|
||||
else
|
||||
addNewBonus(std::make_shared<Bonus>(*b));
|
||||
}
|
||||
CBonusSystemNode::treeHasChanged();
|
||||
addNewBonus(std::make_shared<Bonus>(*b));
|
||||
}
|
||||
void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user