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Fix: Map objects sometimes do not increment primary skills for some heroes
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3
AUTHORS
@ -75,3 +75,6 @@ Andrzej Żak aka godric3
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Andrii Danylchenko
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* VCAI improvements
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Dmitry Orlov, <shubus.corporation@gmail.com>
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* special buildings support in fan towns, new features and bug fixes
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@ -96,6 +96,24 @@ bool CObstacleInfo::isAppropriate(ETerrainType terrainType, int specialBattlefie
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return vstd::contains(allowedTerrains, terrainType);
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}
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void CHeroClassHandler::fillPrimarySkillData(const JsonNode & node, CHeroClass * heroClass, PrimarySkill::PrimarySkill pSkill)
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{
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const auto & skillName = PrimarySkill::names[pSkill];
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auto currentPrimarySkillValue = (int)node["primarySkills"][skillName].Integer();
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//minimal value is 0 for attack and defense and 1 for spell power and knowledge
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auto primarySkillLegalMinimum = (pSkill == PrimarySkill::ATTACK || pSkill == PrimarySkill::DEFENSE) ? 0 : 1;
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if(currentPrimarySkillValue < primarySkillLegalMinimum)
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{
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logMod->error("Hero class '%s' has incorrect initial value '%d' for skill '%s'. Value '%d' will be used instead.",
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heroClass->identifier, currentPrimarySkillValue, skillName, primarySkillLegalMinimum);
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currentPrimarySkillValue = primarySkillLegalMinimum;
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}
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heroClass->primarySkillInitial.push_back(currentPrimarySkillValue);
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heroClass->primarySkillLowLevel.push_back((int)node["lowLevelChance"][skillName].Float());
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heroClass->primarySkillHighLevel.push_back((int)node["highLevelChance"][skillName].Float());
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}
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CHeroClass * CHeroClassHandler::loadFromJson(const JsonNode & node, const std::string & identifier)
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{
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std::string affinityStr[2] = { "might", "magic" };
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@ -111,12 +129,10 @@ CHeroClass * CHeroClassHandler::loadFromJson(const JsonNode & node, const std::s
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heroClass->name = node["name"].String();
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heroClass->affinity = vstd::find_pos(affinityStr, node["affinity"].String());
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for(const std::string & pSkill : PrimarySkill::names)
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{
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heroClass->primarySkillInitial.push_back((int)node["primarySkills"][pSkill].Float());
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heroClass->primarySkillLowLevel.push_back((int)node["lowLevelChance"][pSkill].Float());
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heroClass->primarySkillHighLevel.push_back((int)node["highLevelChance"][pSkill].Float());
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}
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fillPrimarySkillData(node, heroClass, PrimarySkill::ATTACK);
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fillPrimarySkillData(node, heroClass, PrimarySkill::DEFENSE);
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fillPrimarySkillData(node, heroClass, PrimarySkill::SPELL_POWER);
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fillPrimarySkillData(node, heroClass, PrimarySkill::KNOWLEDGE);
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for(auto skillPair : node["secondarySkills"].Struct())
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{
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@ -236,6 +236,7 @@ struct DLL_LINKAGE CObstacleInfo
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class DLL_LINKAGE CHeroClassHandler : public IHandlerBase
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{
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void fillPrimarySkillData(const JsonNode & node, CHeroClass * heroClass, PrimarySkill::PrimarySkill pSkill);
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CHeroClass *loadFromJson(const JsonNode & node, const std::string & identifier);
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public:
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std::vector< ConstTransitivePtr<CHeroClass> > heroClasses;
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@ -786,13 +786,9 @@ int IBonusBearer::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
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{
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static const CSelector selectorAllSkills = Selector::type()(Bonus::PRIMARY_SKILL);
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static const std::string keyAllSkills = "type_PRIMARY_SKILL";
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auto allSkills = getBonuses(selectorAllSkills, keyAllSkills);
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int ret = allSkills->valOfBonuses(Selector::subtype()(id));
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vstd::amax(ret, id/2); //minimal value is 0 for attack and defense and 1 for spell power and knowledge
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return ret;
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auto ret = allSkills->valOfBonuses(Selector::subtype()(id));
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return ret; //sp=0 works in old saves
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}
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si32 IBonusBearer::magicResistance() const
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@ -167,10 +167,14 @@ std::string CMapGenerator::getMapDescription() const
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const std::string monsterStrengthStr[3] = { "weak", "normal", "strong" };
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int monsterStrengthIndex = mapGenOptions->getMonsterStrength() - EMonsterStrength::GLOBAL_WEAK; //does not start from 0
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const auto * mapTemplate = mapGenOptions->getMapTemplate();
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if(!mapTemplate)
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throw rmgException("Map template for Random Map Generator is not found. Could not start the game.");
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std::stringstream ss;
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ss << boost::str(boost::format(std::string("Map created by the Random Map Generator.\nTemplate was %s, Random seed was %d, size %dx%d") +
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", levels %s, players %d, computers %d, water %s, monster %s, VCMI map") % mapGenOptions->getMapTemplate()->getName() %
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", levels %s, players %d, computers %d, water %s, monster %s, VCMI map") % mapTemplate->getName() %
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randomSeed % map->width % map->height % (map->twoLevel ? "2" : "1") % static_cast<int>(mapGenOptions->getPlayerCount()) %
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static_cast<int>(mapGenOptions->getCompOnlyPlayerCount()) % waterContentStr[mapGenOptions->getWaterContent()] %
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monsterStrengthStr[monsterStrengthIndex]);
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