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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

moved secondary skill default bonus initialization into CSkillHandler

This commit is contained in:
Henning Koehler 2017-08-22 00:35:46 +12:00
parent 159e27a0ab
commit a6c3352d7c
3 changed files with 64 additions and 0 deletions

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@ -54,6 +54,10 @@ BonusList CSkill::getBonus(int level)
///CSkillHandler
CSkillHandler::CSkillHandler()
{
for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
{
//TODO
}
}
std::vector<JsonNode> CSkillHandler::loadLegacyData(size_t dataSize)
@ -114,3 +118,55 @@ std::vector<bool> CSkillHandler::getDefaultAllowed() const
std::vector<bool> allowedSkills(objects.size(), true);
return allowedSkills;
}
// HMM3 default bonus provided by secondary skill
const std::shared_ptr<Bonus> CSkillHandler::defaultBonus(SecondarySkill skill, int level) const
{
Bonus::BonusType bonusType = Bonus::SECONDARY_SKILL_PREMY;
Bonus::ValueType valueType = Bonus::BASE_NUMBER;
int bonusVal = level;
static const int archery_bonus[] = { 10, 25, 50 };
switch (skill)
{
case SecondarySkill::LEADERSHIP:
bonusType = Bonus::MORALE; break;
case SecondarySkill::LUCK:
bonusType = Bonus::LUCK; break;
case SecondarySkill::DIPLOMACY:
bonusType = Bonus::SURRENDER_DISCOUNT;
bonusVal = 20 * level; break;
case SecondarySkill::ARCHERY:
bonusVal = archery_bonus[level-1]; break;
case SecondarySkill::LOGISTICS:
bonusVal = 10 * level; break;
case SecondarySkill::NAVIGATION:
bonusVal = 50 * level; break;
case SecondarySkill::MYSTICISM:
bonusVal = level; break;
case SecondarySkill::EAGLE_EYE:
bonusVal = 30 + 10 * level; break;
case SecondarySkill::NECROMANCY:
bonusVal = 10 * level; break;
case SecondarySkill::LEARNING:
bonusVal = 5 * level; break;
case SecondarySkill::OFFENCE:
bonusVal = 10 * level; break;
case SecondarySkill::ARMORER:
bonusVal = 5 * level; break;
case SecondarySkill::INTELLIGENCE:
bonusVal = 25 << (level-1); break;
case SecondarySkill::SORCERY:
bonusVal = 5 * level; break;
case SecondarySkill::RESISTANCE:
bonusVal = 5 << (level-1); break;
case SecondarySkill::FIRST_AID:
bonusVal = 25 + 25 * level; break;
case SecondarySkill::ESTATES:
bonusVal = 125 << (level-1); break;
default:
valueType = Bonus::INDEPENDENT_MIN; break;
}
return std::make_shared<Bonus>(Bonus::PERMANENT, bonusType, Bonus::SECONDARY_SKILL, bonusVal, skill, skill, valueType);
}

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@ -63,4 +63,5 @@ public:
protected:
CSkill * loadFromJson(const JsonNode & json, const std::string & identifier) override;
const std::shared_ptr<Bonus> defaultBonus(SecondarySkill skill, int level) const;
};

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@ -17,6 +17,7 @@
#include "../CModHandler.h"
#include "../CSoundBase.h"
#include "../spells/CSpellHandler.h"
#include "../CSkillHandler.h"
#include "CObjectClassesHandler.h"
#include "../IGameCallback.h"
#include "../CGameState.h"
@ -765,6 +766,11 @@ void CGHeroInstance::recreateSecondarySkillsBonuses()
void CGHeroInstance::updateSkill(SecondarySkill which, int val)
{
BonusList skillBonus = (*VLC->skillh)[which]->getBonus(val);
for (auto b : skillBonus)
addNewBonus(std::make_shared<Bonus>(*b));
/*
if(which == SecondarySkill::LEADERSHIP || which == SecondarySkill::LUCK)
{ //luck-> VLC->generaltexth->arraytxt[73+luckSkill]; VLC->generaltexth->arraytxt[104+moraleSkill]
bool luck = which == SecondarySkill::LUCK;
@ -844,6 +850,7 @@ void CGHeroInstance::updateSkill(SecondarySkill which, int val)
bonus->source = Bonus::SECONDARY_SKILL;
addNewBonus(bonus);
}
*/
CBonusSystemNode::treeHasChanged();
}