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Fix: Map objects sometimes do not increment primary skills for some heroes

This commit is contained in:
Dmitry Orlov
2021-02-13 00:24:14 +03:00
parent db1f9a15b0
commit 55b3f0b24c
5 changed files with 33 additions and 13 deletions

View File

@ -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())
{