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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-23 22:37:55 +02:00

Use generic format for commander bonuses instead of old list-based one

This commit is contained in:
Ivan Savenko
2025-07-05 19:48:51 +03:00
parent c15f628761
commit a2648b5ee9
2 changed files with 94 additions and 28 deletions

View File

@@ -470,6 +470,16 @@ CCreatureHandler::CCreatureHandler()
void CCreatureHandler::loadCommanders()
{
const auto & parseBonusWithCompatibility = [](const JsonNode & node)
{
// MOD COMPATIBILITY: 1.6 mods use old, vector format.
// NOTE: please also remove parseBonus itself - commanders is the last place that uses it
if (node.isVector())
return JsonUtils::parseBonus(node.Vector());
else
return JsonUtils::parseBonus(node);
};
auto configResource = JsonPath::builtin("config/commanders.json");
std::string modSource = LIBRARY->modh->findResourceOrigin(configResource);
@@ -480,7 +490,7 @@ void CCreatureHandler::loadCommanders()
for (auto bonus : config["bonusPerLevel"].Vector())
{
commanderLevelPremy.push_back(JsonUtils::parseBonus(bonus.Vector()));
commanderLevelPremy.push_back(parseBonusWithCompatibility(bonus));
}
int level = 0;
@@ -497,15 +507,20 @@ void CCreatureHandler::loadCommanders()
for (auto ability : config["abilityRequirements"].Vector())
{
std::pair <std::vector<std::shared_ptr<Bonus> >, std::pair <ui8, ui8> > a;
JsonVector & abilities = ability["ability"].Vector();
a.first = std::vector<std::shared_ptr<Bonus> >();
if (abilities[0].isVector())
for (int i = 0; i < abilities.size(); i++)
a.first.push_back(JsonUtils::parseBonus(abilities[i].Vector()));
else
a.first.push_back(JsonUtils::parseBonus(ability["ability"].Vector()));
a.second.first = static_cast<ui8>(ability["skills"].Vector()[0].Float());
a.second.second = static_cast<ui8>(ability["skills"].Vector()[1].Float());
JsonNode & abilities = ability["ability"];
if (abilities[0].isString()) // old format with single bonus
{
a.first.push_back(parseBonusWithCompatibility(abilities));
}
else
{
for (const auto & ability : abilities.Vector())
a.first.push_back(parseBonusWithCompatibility(ability));
}
a.second.first = static_cast<ui8>(ability["skills"][0].Float());
a.second.second = static_cast<ui8>(ability["skills"][1].Float());
skillRequirements.push_back (a);
}
}