mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
vcmi: convert necromancy
Now it is 3 bonuses to cover necromancy. 1. IMPROVED_NECROMANCY = possible creatures raized (affected by cloak) 2. UNDEAD_RAISE_CHANCE = raise chance (affected by artifacts) 3. UNDEAD_RAISE_POWER = helper to select creature from first
This commit is contained in:
parent
84eece1d8b
commit
a86e12cd42
@ -834,8 +834,7 @@
|
||||
{
|
||||
"bonuses" : [
|
||||
{
|
||||
"subtype" : 12,
|
||||
"type" : "SECONDARY_SKILL_PREMY",
|
||||
"type" : "UNDEAD_RAISE_PERCENTAGE",
|
||||
"val" : 5,
|
||||
"valueType" : "ADDITIVE_VALUE"
|
||||
}
|
||||
@ -847,8 +846,7 @@
|
||||
{
|
||||
"bonuses" : [
|
||||
{
|
||||
"subtype" : 12,
|
||||
"type" : "SECONDARY_SKILL_PREMY",
|
||||
"type" : "UNDEAD_RAISE_PERCENTAGE",
|
||||
"val" : 10,
|
||||
"valueType" : "ADDITIVE_VALUE"
|
||||
}
|
||||
@ -860,8 +858,7 @@
|
||||
{
|
||||
"bonuses" : [
|
||||
{
|
||||
"subtype" : 12,
|
||||
"type" : "SECONDARY_SKILL_PREMY",
|
||||
"type" : "UNDEAD_RAISE_PERCENTAGE",
|
||||
"val" : 15,
|
||||
"valueType" : "ADDITIVE_VALUE"
|
||||
}
|
||||
@ -1931,6 +1928,11 @@
|
||||
"cloakOfTheUndeadKing":
|
||||
{
|
||||
"bonuses" : [
|
||||
{
|
||||
"type" : "IMPROVED_NECROMANCY",
|
||||
"subtype" : "creature.skeleton",
|
||||
"addInfo" : 0
|
||||
},
|
||||
{
|
||||
"type" : "IMPROVED_NECROMANCY",
|
||||
"subtype" : "creature.walkingDead",
|
||||
|
@ -181,10 +181,10 @@
|
||||
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl1", "requires" : [ "horde1" ], "mode" : "auto" },
|
||||
"ship": { "id" : 20, "upgrades" : "shipyard" },
|
||||
"special2": { "requires" : [ "mageGuild1" ],
|
||||
"bonuses": [ { "type": "SECONDARY_SKILL_PREMY", "subtype": "skill.necromancy", "val": 10, "propagator": "PLAYER_PROPAGATOR" } ] },
|
||||
"bonuses": [ { "type": "UNDEAD_RAISE_PERCENTAGE", "val": 10, "propagator": "PLAYER_PROPAGATOR" } ] },
|
||||
"special3": { "type" : "creatureTransformer", "requires" : [ "dwellingLvl1" ] },
|
||||
"grail": { "id" : 26, "mode" : "grail", "produce": { "gold": 5000 },
|
||||
"bonuses": [ { "type": "SECONDARY_SKILL_PREMY", "subtype": "skill.necromancy", "val": 20, "propagator": "PLAYER_PROPAGATOR" } ] },
|
||||
"bonuses": [ { "type": "UNDEAD_RAISE_PERCENTAGE", "val": 20, "propagator": "PLAYER_PROPAGATOR" } ] },
|
||||
|
||||
"extraTownHall": { "id" : 27, "requires" : [ "townHall" ], "mode" : "auto" },
|
||||
"extraCityHall": { "id" : 28, "requires" : [ "cityHall" ], "mode" : "auto" },
|
||||
|
@ -87,11 +87,11 @@
|
||||
"specialty" : {
|
||||
"bonuses" : {
|
||||
"necromancy" : {
|
||||
"subtype" : "skill.necromancy",
|
||||
"type" : "SECONDARY_SKILL_PREMY",
|
||||
"type" : "UNDEAD_RAISE_PERCENTAGE",
|
||||
"updater" : "TIMES_HERO_LEVEL",
|
||||
"val" : 5,
|
||||
"valueType" : "PERCENT_TO_BASE"
|
||||
"valueType" : "PERCENT_TO_TARGET_TYPE",
|
||||
"targetSourceType" : "SECONDARY_SKILL"
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -279,11 +279,11 @@
|
||||
"specialty" : {
|
||||
"bonuses" : {
|
||||
"necromancy" : {
|
||||
"subtype" : "skill.necromancy",
|
||||
"type" : "SECONDARY_SKILL_PREMY",
|
||||
"type" : "UNDEAD_RAISE_PERCENTAGE",
|
||||
"updater" : "TIMES_HERO_LEVEL",
|
||||
"val" : 5,
|
||||
"valueType" : "PERCENT_TO_BASE"
|
||||
"valueType" : "PERCENT_TO_TARGET_TYPE",
|
||||
"targetSourceType" : "SECONDARY_SKILL"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -345,25 +345,32 @@
|
||||
"base" : {
|
||||
"effects" : {
|
||||
"main" : {
|
||||
"subtype" : "skill.necromancy",
|
||||
"type" : "SECONDARY_SKILL_PREMY",
|
||||
"type" : "UNDEAD_RAISE_PERCENTAGE",
|
||||
"valueType" : "BASE_NUMBER"
|
||||
},
|
||||
"power" : {
|
||||
"type" : "IMPROVED_NECROMANCY",
|
||||
"subtype" : "creature.skeleton",
|
||||
"addInfo" : 0
|
||||
}
|
||||
}
|
||||
},
|
||||
"basic" : {
|
||||
"effects" : {
|
||||
"main" : { "val" : 10 }
|
||||
"main" : { "val" : 10 },
|
||||
"power" : { "val" : 1 }
|
||||
}
|
||||
},
|
||||
"advanced" : {
|
||||
"effects" : {
|
||||
"main" : { "val" : 20 }
|
||||
"main" : { "val" : 20 },
|
||||
"power" : { "val" : 2 }
|
||||
}
|
||||
},
|
||||
"expert" : {
|
||||
"effects" : {
|
||||
"main" : { "val" : 30 }
|
||||
"main" : { "val" : 30 },
|
||||
"power" : { "val" : 3 }
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -208,7 +208,7 @@ public:
|
||||
BONUS_NAME(MAGIC_SCHOOL_SKILL) /* //eg. for magic plains terrain, subtype: school of magic (0 - all, 1 - fire, 2 - air, 4 - water, 8 - earth), value - level*/ \
|
||||
BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
|
||||
BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
|
||||
BONUS_NAME(IMPROVED_NECROMANCY) /* raise more powerful creatures: subtype - creature type raised, addInfo - [required necromancy level, required stack level] */ \
|
||||
BONUS_NAME(IMPROVED_NECROMANCY) /* raise more powerful creatures: subtype - creature type raised, addInfo - [required necromancy level, required stack level], val - necromancy level for this purpose */ \
|
||||
BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
|
||||
BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \
|
||||
BONUS_NAME(NO_TYPE) \
|
||||
@ -341,6 +341,7 @@ public:
|
||||
BONUS_NAME(BEFORE_BATTLE_REPOSITION) /*skill-agnostic tactics, bonus for allowing tactics*/\
|
||||
BONUS_NAME(BEFORE_BATTLE_REPOSITION_BLOCK) /*skill-agnostic tactics, bonus for blocking opposite tactics. For now donble side tactics is TODO.*/\
|
||||
BONUS_NAME(HERO_EXPERIENCE_GAIN_PERCENT) /*skill-agnostic learning, and we can use it as a global effect also*/\
|
||||
BONUS_NAME(UNDEAD_RAISE_PERCENTAGE) /*Percentage of killed enemy creatures to be raised after battle as undead*/\
|
||||
/* end of list */
|
||||
|
||||
|
||||
|
@ -782,23 +782,27 @@ bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
|
||||
*/
|
||||
CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
|
||||
{
|
||||
const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
|
||||
bool hasImprovedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
|
||||
|
||||
// need skill or cloak of undead king - lesser artifacts don't work without skill
|
||||
if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
|
||||
if (hasImprovedNecromancy)
|
||||
{
|
||||
double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY) / 100.0;
|
||||
double necromancySkill = valOfBonuses(Bonus::UNDEAD_RAISE_PERCENTAGE) / 100.0;
|
||||
const ui8 necromancyLevel = valOfBonuses(Bonus::IMPROVED_NECROMANCY);
|
||||
vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
|
||||
const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
|
||||
// figure out what to raise - pick strongest creature meeting requirements
|
||||
CreatureID creatureTypeRaised = CreatureID::SKELETON;
|
||||
auto creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
|
||||
int requiredCasualtyLevel = 1;
|
||||
TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
|
||||
if(!improvedNecromancy->empty())
|
||||
{
|
||||
auto getCreatureID = [necromancyLevel](const std::shared_ptr<Bonus> & bonus) -> CreatureID
|
||||
auto getCreatureID = [](const std::shared_ptr<Bonus> & bonus) -> CreatureID
|
||||
{
|
||||
const CreatureID legacyTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
|
||||
return CreatureID(bonus->subtype >= 0 ? bonus->subtype : legacyTypes[necromancyLevel]);
|
||||
assert(bonus->subtype >=0);
|
||||
if(bonus->subtype >= 0)
|
||||
return CreatureID(bonus->subtype);
|
||||
return CreatureID::NONE;
|
||||
};
|
||||
int maxCasualtyLevel = 1;
|
||||
for(const auto & casualty : casualties)
|
||||
@ -831,6 +835,7 @@ CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &b
|
||||
requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
|
||||
}
|
||||
}
|
||||
assert(creatureTypeRaised != CreatureID::NONE);
|
||||
// raise upgraded creature (at 2/3 rate) if no space available otherwise
|
||||
if(getSlotFor(creatureTypeRaised) == SlotID())
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user