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Merge pull request #219 from dydzio0614/patch-2

Update secondary skill handling. Fix issue 2307
This commit is contained in:
DjWarmonger
2016-09-20 13:42:14 +02:00
committed by GitHub

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@@ -65,35 +65,49 @@ void CGPandoraBox::giveContentsUpToExp(const CGHeroInstance *h) const
break; break;
} }
} }
std::vector<std::pair<SecondarySkill, ui8>> unpossessedAbilities; //ability + ability level
int abilitiesRequiringSlot = 0;
if(gainedExp || changesPrimSkill || abilities.size()) //filter out unnecessary secondary skills
for (int i = 0; i < abilities.size(); i++)
{
int curLev = h->getSecSkillLevel(abilities[i]);
bool abilityCanUseSlot = !curLev && ((h->secSkills.size() + abilitiesRequiringSlot) < GameConstants::SKILL_PER_HERO); //limit new abilities to number of slots
if (abilityCanUseSlot)
abilitiesRequiringSlot++;
if ((curLev && curLev < abilityLevels[i]) || abilityCanUseSlot)
{
unpossessedAbilities.push_back({ abilities[i], abilityLevels[i] });
}
}
if(gainedExp || changesPrimSkill || unpossessedAbilities.size())
{ {
TExpType expVal = h->calculateXp(gainedExp); TExpType expVal = h->calculateXp(gainedExp);
//getText(iw,afterBattle,175,h); //wtf? //getText(iw,afterBattle,175,h); //wtf?
iw.text.addTxt(MetaString::ADVOB_TXT, 175); //%s learns something iw.text.addTxt(MetaString::ADVOB_TXT, 175); //%s learns something
iw.text.addReplacement(h->name); iw.text.addReplacement(h->name);
if(expVal) if(expVal)
iw.components.push_back(Component(Component::EXPERIENCE,0,expVal,0)); iw.components.push_back(Component(Component::EXPERIENCE,0,expVal,0));
for(int i=0; i<primskills.size(); i++) for(int i=0; i<primskills.size(); i++)
if(primskills[i]) if(primskills[i])
iw.components.push_back(Component(Component::PRIM_SKILL,i,primskills[i],0)); iw.components.push_back(Component(Component::PRIM_SKILL,i,primskills[i],0));
for(int i=0; i<abilities.size(); i++) for(auto abilityData : unpossessedAbilities)
iw.components.push_back(Component(Component::SEC_SKILL,abilities[i],abilityLevels[i],0)); iw.components.push_back(Component(Component::SEC_SKILL, abilityData.first, abilityData.second, 0));
cb->showInfoDialog(&iw); cb->showInfoDialog(&iw);
//give sec skills //give sec skills
for(int i=0; i<abilities.size(); i++) for (auto abilityData : unpossessedAbilities)
{ cb->changeSecSkill(h, abilityData.first, abilityData.second, true);
int curLev = h->getSecSkillLevel(abilities[i]);
if( (curLev && curLev < abilityLevels[i]) || (h->canLearnSkill() )) assert(h->secSkills.size() <= GameConstants::SKILL_PER_HERO);
{
cb->changeSecSkill(h,abilities[i],abilityLevels[i],true);
}
}
//give prim skills //give prim skills
for(int i=0; i<primskills.size(); i++) for(int i=0; i<primskills.size(); i++)
@@ -106,6 +120,7 @@ void CGPandoraBox::giveContentsUpToExp(const CGHeroInstance *h) const
if(expVal) if(expVal)
cb->changePrimSkill(h, PrimarySkill::EXPERIENCE, expVal, false); cb->changePrimSkill(h, PrimarySkill::EXPERIENCE, expVal, false);
} }
//else { } //TODO:Create information that box was empty for now, and deliver to CGPandoraBox::giveContentsAfterExp or refactor
if(!cb->isVisitCoveredByAnotherQuery(this, h)) if(!cb->isVisitCoveredByAnotherQuery(this, h))
giveContentsAfterExp(h); giveContentsAfterExp(h);