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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-27 22:49:25 +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

@@ -3,9 +3,9 @@
//Commander receives these bonuses on level-up //Commander receives these bonuses on level-up
"bonusPerLevel": "bonusPerLevel":
[ [
["CREATURE_DAMAGE", 2, "creatureDamageMin", 0 ], //+2 minimum damage { "type" : "CREATURE_DAMAGE", "val" : 2, "subtype" : "creatureDamageMin" }, //+2 minimum damage
["CREATURE_DAMAGE", 4, "creatureDamageMax", 0 ], //+4 maximum damage { "type" : "CREATURE_DAMAGE", "val" : 4, "subtype" : "creatureDamageMax" }, //+4 maximum damage
["STACK_HEALTH", 20, null, 0 ] //+20 hp { "type" : "STACK_HEALTH", "val" : 20 } //+20 hp
], ],
//Value of bonuses given by each skill level //Value of bonuses given by each skill level
"skillLevels": "skillLevels":
@@ -22,20 +22,71 @@
"abilityRequirements": "abilityRequirements":
//Two secondary skills needed for each special ability //Two secondary skills needed for each special ability
[ [
{"ability": ["ENEMY_DEFENCE_REDUCTION", 50, null, 0 ], "skills": [0, 1]}, {
{"ability": ["FEAR", 0, null, 0 ], "skills": [0, 2]}, "ability": [{ "type" : "ENEMY_DEFENCE_REDUCTION", "val": 50 }],
{"ability": ["ALWAYS_MAXIMUM_DAMAGE", 0, null, 0 ], "skills": [0, 3]}, "skills": [0, 1]
{"ability": [["SHOOTER", 0, null, 0 ], ["NO_MELEE_PENALTY", 0, null, 0 ]], "skills": [0, 4]}, },
{"ability": ["BLOCKS_RETALIATION", 0, null, 0 ], "skills": [0,5]}, {
{"ability": ["UNLIMITED_RETALIATIONS", 0, null, 0 ], "skills": [1, 2]}, "ability": [{ "type" : "FEAR", "val": 0 }],
{"ability": ["ATTACKS_ALL_ADJACENT", 0, null, 0 ], "skills": [1, 3]}, "skills": [0, 2]
{"ability": ["NONE", 30, null, 0 ], "skills": [1, 4]}, // TODO: Implement bonus that gives chance to completely block one enemy attack per turn },
{"ability": ["FIRE_SHIELD", 1, null, 0 ], "skills": [1, 5]}, {
{"ability": ["ADDITIONAL_ATTACK", 1, null, 0 ], "skills": [2, 3]}, "ability": [{ "type" : "ALWAYS_MAXIMUM_DAMAGE", "val": 0 }],
{"ability": ["HP_REGENERATION", 50, null, 0 ], "skills": [2, 4]}, "skills": [0, 3]
{"ability": ["SPELL_AFTER_ATTACK", 30, "spell.paralyze", 0 ], "skills": [2, 5]}, },
{"ability": ["JOUSTING", 5, null, 0 ], "skills": [3, 4]}, {
{"ability": ["DEATH_STARE", 1, "deathStareCommander", 0 ], "skills": [3,5]}, "ability": [
{"ability": ["FLYING", 0, "movementFlying", 0 ], "skills": [4,5]} { "type" : "SHOOTER", "val": 0 },
{ "type" : "NO_MELEE_PENALTY", "val": 0 }
],
"skills": [0, 4]
},
{
"ability": [{ "type" : "BLOCKS_RETALIATION", "val": 0 }],
"skills": [0,5]
},
{
"ability": [{ "type" : "UNLIMITED_RETALIATIONS", "val": 0 }],
"skills": [1, 2]
},
{
"ability": [{ "type" : "ATTACKS_ALL_ADJACENT", "val": 0 }],
"skills": [1, 3]
},
{
// TODO: Implement bonus that gives chance to completely block one enemy attack per turn
"ability": [{ "type" : "NONE", "val": 30 }],
"skills": [1, 4]
},
{
"ability": [{ "type" : "FIRE_SHIELD", "val": 1 }],
"skills": [1, 5]
},
{
"ability": [{ "type" : "ADDITIONAL_ATTACK", "val": 1 }],
"skills": [2, 3]
},
{
"ability": [{ "type" : "HP_REGENERATION", "val": 50 }],
"skills": [2, 4]
},
{
"ability": [{ "type" : "SPELL_AFTER_ATTACK", "val": 30, "subtype" : "spell.paralyze" }],
"skills": [2, 5]
},
{
"ability": [{ "type" : "JOUSTING", "val": 5 }],
"skills": [3, 4]
},
{
"ability": [{ "type" : "DEATH_STARE", "val": 1, "subtype" : "deathStareCommander" }],
"skills": [3,5]
},
{
"ability": [{ "type" : "FLYING", "val": 0, "subtype" : "movementFlying" }],
"skills": [4,5]
}
] ]
} }

View File

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