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synced 2025-06-15 00:05:02 +02:00
moved secondary skill default bonus initialization into CSkillHandler
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@ -54,6 +54,10 @@ BonusList CSkill::getBonus(int level)
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///CSkillHandler
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CSkillHandler::CSkillHandler()
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{
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for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
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{
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//TODO
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}
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}
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std::vector<JsonNode> CSkillHandler::loadLegacyData(size_t dataSize)
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@ -114,3 +118,55 @@ std::vector<bool> CSkillHandler::getDefaultAllowed() const
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std::vector<bool> allowedSkills(objects.size(), true);
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return allowedSkills;
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}
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// HMM3 default bonus provided by secondary skill
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const std::shared_ptr<Bonus> CSkillHandler::defaultBonus(SecondarySkill skill, int level) const
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{
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Bonus::BonusType bonusType = Bonus::SECONDARY_SKILL_PREMY;
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Bonus::ValueType valueType = Bonus::BASE_NUMBER;
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int bonusVal = level;
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static const int archery_bonus[] = { 10, 25, 50 };
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switch (skill)
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{
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case SecondarySkill::LEADERSHIP:
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bonusType = Bonus::MORALE; break;
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case SecondarySkill::LUCK:
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bonusType = Bonus::LUCK; break;
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case SecondarySkill::DIPLOMACY:
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bonusType = Bonus::SURRENDER_DISCOUNT;
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bonusVal = 20 * level; break;
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case SecondarySkill::ARCHERY:
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bonusVal = archery_bonus[level-1]; break;
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case SecondarySkill::LOGISTICS:
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bonusVal = 10 * level; break;
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case SecondarySkill::NAVIGATION:
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bonusVal = 50 * level; break;
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case SecondarySkill::MYSTICISM:
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bonusVal = level; break;
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case SecondarySkill::EAGLE_EYE:
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bonusVal = 30 + 10 * level; break;
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case SecondarySkill::NECROMANCY:
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bonusVal = 10 * level; break;
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case SecondarySkill::LEARNING:
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bonusVal = 5 * level; break;
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case SecondarySkill::OFFENCE:
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bonusVal = 10 * level; break;
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case SecondarySkill::ARMORER:
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bonusVal = 5 * level; break;
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case SecondarySkill::INTELLIGENCE:
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bonusVal = 25 << (level-1); break;
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case SecondarySkill::SORCERY:
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bonusVal = 5 * level; break;
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case SecondarySkill::RESISTANCE:
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bonusVal = 5 << (level-1); break;
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case SecondarySkill::FIRST_AID:
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bonusVal = 25 + 25 * level; break;
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case SecondarySkill::ESTATES:
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bonusVal = 125 << (level-1); break;
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default:
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valueType = Bonus::INDEPENDENT_MIN; break;
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}
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return std::make_shared<Bonus>(Bonus::PERMANENT, bonusType, Bonus::SECONDARY_SKILL, bonusVal, skill, skill, valueType);
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}
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