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vcmi: skill-agnostic ballistics
Made ballistics by using spell action and more code is shared now.
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@@ -399,7 +399,6 @@ CHeroHandler::~CHeroHandler() = default;
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CHeroHandler::CHeroHandler()
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{
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loadBallistics();
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loadExperience();
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}
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@@ -773,35 +772,6 @@ static std::string genRefName(std::string input)
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return input;
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}
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void CHeroHandler::loadBallistics()
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{
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CLegacyConfigParser ballParser("DATA/BALLIST.TXT");
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ballParser.endLine(); //header
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ballParser.endLine();
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do
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{
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ballParser.readString();
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ballParser.readString();
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CHeroHandler::SBallisticsLevelInfo bli;
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bli.keep = static_cast<ui8>(ballParser.readNumber());
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bli.tower = static_cast<ui8>(ballParser.readNumber());
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bli.gate = static_cast<ui8>(ballParser.readNumber());
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bli.wall = static_cast<ui8>(ballParser.readNumber());
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bli.shots = static_cast<ui8>(ballParser.readNumber());
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bli.noDmg = static_cast<ui8>(ballParser.readNumber());
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bli.oneDmg = static_cast<ui8>(ballParser.readNumber());
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bli.twoDmg = static_cast<ui8>(ballParser.readNumber());
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bli.sum = static_cast<ui8>(ballParser.readNumber());
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ballistics.push_back(bli);
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assert(bli.noDmg + bli.oneDmg + bli.twoDmg == 100 && bli.sum == 100);
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}
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while (ballParser.endLine());
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}
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std::vector<JsonNode> CHeroHandler::loadLegacyData(size_t dataSize)
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{
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objects.resize(dataSize);
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