mirror of
https://github.com/vcmi/vcmi.git
synced 2025-06-23 00:28:08 +02:00
Fix: Map objects sometimes do not increment primary skills for some heroes
This commit is contained in:
@ -96,6 +96,24 @@ bool CObstacleInfo::isAppropriate(ETerrainType terrainType, int specialBattlefie
|
||||
return vstd::contains(allowedTerrains, terrainType);
|
||||
}
|
||||
|
||||
void CHeroClassHandler::fillPrimarySkillData(const JsonNode & node, CHeroClass * heroClass, PrimarySkill::PrimarySkill pSkill)
|
||||
{
|
||||
const auto & skillName = PrimarySkill::names[pSkill];
|
||||
auto currentPrimarySkillValue = (int)node["primarySkills"][skillName].Integer();
|
||||
//minimal value is 0 for attack and defense and 1 for spell power and knowledge
|
||||
auto primarySkillLegalMinimum = (pSkill == PrimarySkill::ATTACK || pSkill == PrimarySkill::DEFENSE) ? 0 : 1;
|
||||
|
||||
if(currentPrimarySkillValue < primarySkillLegalMinimum)
|
||||
{
|
||||
logMod->error("Hero class '%s' has incorrect initial value '%d' for skill '%s'. Value '%d' will be used instead.",
|
||||
heroClass->identifier, currentPrimarySkillValue, skillName, primarySkillLegalMinimum);
|
||||
currentPrimarySkillValue = primarySkillLegalMinimum;
|
||||
}
|
||||
heroClass->primarySkillInitial.push_back(currentPrimarySkillValue);
|
||||
heroClass->primarySkillLowLevel.push_back((int)node["lowLevelChance"][skillName].Float());
|
||||
heroClass->primarySkillHighLevel.push_back((int)node["highLevelChance"][skillName].Float());
|
||||
}
|
||||
|
||||
CHeroClass * CHeroClassHandler::loadFromJson(const JsonNode & node, const std::string & identifier)
|
||||
{
|
||||
std::string affinityStr[2] = { "might", "magic" };
|
||||
@ -111,12 +129,10 @@ CHeroClass * CHeroClassHandler::loadFromJson(const JsonNode & node, const std::s
|
||||
heroClass->name = node["name"].String();
|
||||
heroClass->affinity = vstd::find_pos(affinityStr, node["affinity"].String());
|
||||
|
||||
for(const std::string & pSkill : PrimarySkill::names)
|
||||
{
|
||||
heroClass->primarySkillInitial.push_back((int)node["primarySkills"][pSkill].Float());
|
||||
heroClass->primarySkillLowLevel.push_back((int)node["lowLevelChance"][pSkill].Float());
|
||||
heroClass->primarySkillHighLevel.push_back((int)node["highLevelChance"][pSkill].Float());
|
||||
}
|
||||
fillPrimarySkillData(node, heroClass, PrimarySkill::ATTACK);
|
||||
fillPrimarySkillData(node, heroClass, PrimarySkill::DEFENSE);
|
||||
fillPrimarySkillData(node, heroClass, PrimarySkill::SPELL_POWER);
|
||||
fillPrimarySkillData(node, heroClass, PrimarySkill::KNOWLEDGE);
|
||||
|
||||
for(auto skillPair : node["secondarySkills"].Struct())
|
||||
{
|
||||
|
Reference in New Issue
Block a user