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Fix: nextPrimarySkill crash in case when probability values are incorrect
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@ -230,6 +230,14 @@ CHeroClass * CHeroClassHandler::loadFromJson(const std::string & scope, const Js
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fillPrimarySkillData(node, heroClass, PrimarySkill::SPELL_POWER);
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fillPrimarySkillData(node, heroClass, PrimarySkill::KNOWLEDGE);
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auto percentSumm = std::accumulate(heroClass->primarySkillLowLevel.begin(), heroClass->primarySkillLowLevel.end(), 0);
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if(percentSumm != 100)
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logMod->error("Hero class %s has wrong lowLevelChance values: summ should be 100, but %d instead", heroClass->identifier, percentSumm);
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percentSumm = std::accumulate(heroClass->primarySkillHighLevel.begin(), heroClass->primarySkillHighLevel.end(), 0);
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if(percentSumm != 100)
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logMod->error("Hero class %s has wrong highLevelChance values: summ should be 100, but %d instead", heroClass->identifier, percentSumm);
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for(auto skillPair : node["secondarySkills"].Struct())
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{
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int probability = static_cast<int>(skillPair.second.Integer());
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@ -56,7 +56,8 @@ namespace GameConstants
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const int SKILL_GOLD_COST = 2000;
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const int BATTLE_PENALTY_DISTANCE = 10; //if the distance is > than this, then shooting stack has distance penalty
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const int ARMY_SIZE = 7;
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const int SKILL_PER_HERO=8;
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const int SKILL_PER_HERO = 8;
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const ui32 HERO_HIGH_LEVEL = 10; // affects primary skill upgrade order
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const int SKILL_QUANTITY=28;
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const int PRIMARY_SKILLS=4;
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@ -1213,7 +1213,8 @@ PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & r
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{
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assert(gainsLevel());
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int randomValue = rand.nextInt(99), pom = 0, primarySkill = 0;
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const auto & skillChances = (level > 9) ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
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const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
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const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
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for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
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{
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@ -1223,7 +1224,12 @@ PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & r
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break;
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}
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}
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if(primarySkill >= GameConstants::PRIMARY_SKILLS)
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{
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primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
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logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", type->heroClass->identifier);
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randomValue = 100 / GameConstants::PRIMARY_SKILLS;
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}
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logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
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return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
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}
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