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Improve pandora box secondary skill handling

This commit is contained in:
Dydzio 2016-09-20 12:40:58 +02:00 committed by GitHub
parent 563a5d53c0
commit bd651ec5ef

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@ -65,32 +65,32 @@ void CGPandoraBox::giveContentsUpToExp(const CGHeroInstance *h) const
break;
}
}
std::vector<std::pair<SecondarySkill, ui8>> unpossessedAbilities; //ability + ability level
int abilitiesRequiringSlot = 0;
if(gainedExp || changesPrimSkill || abilities.size())
//filter out unnecessary secondary skills
for (int i = 0; i < abilities.size(); i++)
{
std::vector<SecondarySkill> unpossessedAbilities;
std::vector<int> unpossessedAbilityLevels;
int abilitiesRequiringSlot = 0;
int curLev = h->getSecSkillLevel(abilities[i]);
bool abilityCanUseSlot = !curLev && ((h->secSkills.size() + abilitiesRequiringSlot) < GameConstants::SKILL_PER_HERO); //limit new abilities to number of slots
//filter out unnecessary secondary skills
for (int i = 0; i < abilities.size(); i++)
if (abilityCanUseSlot)
abilitiesRequiringSlot++;
if ((curLev && curLev < abilityLevels[i]) || abilityCanUseSlot)
{
int curLev = h->getSecSkillLevel(abilities[i]);
bool abilityCanUseSlot = !curLev && ((h->secSkills.size() + abilitiesRequiringSlot) < GameConstants::SKILL_PER_HERO); //limit new abilities to number of slots
if (abilityCanUseSlot)
abilitiesRequiringSlot++;
if ( (curLev && curLev < abilityLevels[i]) || abilityCanUseSlot )
{
unpossessedAbilities.push_back(abilities[i]);
unpossessedAbilityLevels.push_back(abilityLevels[i]);
}
unpossessedAbilities.push_back({ abilities[i], abilityLevels[i] });
}
}
if(gainedExp || changesPrimSkill || unpossessedAbilities.size())
{
TExpType expVal = h->calculateXp(gainedExp);
//getText(iw,afterBattle,175,h); //wtf?
iw.text.addTxt(MetaString::ADVOB_TXT, 175); //%s learns something
iw.text.addReplacement(h->name);
if(expVal)
iw.components.push_back(Component(Component::EXPERIENCE,0,expVal,0));
@ -98,19 +98,14 @@ void CGPandoraBox::giveContentsUpToExp(const CGHeroInstance *h) const
if(primskills[i])
iw.components.push_back(Component(Component::PRIM_SKILL,i,primskills[i],0));
for(int i=0; i<unpossessedAbilities.size(); i++)
iw.components.push_back(Component(Component::SEC_SKILL, unpossessedAbilities[i], unpossessedAbilityLevels[i],0));
for(auto abilityData : unpossessedAbilities)
iw.components.push_back(Component(Component::SEC_SKILL, abilityData.first, abilityData.second, 0));
if (iw.components.size() > 0) //TODO:Create information that box was empty for now, and deliver to CGPandoraBox::giveContentsAfterExp
{
iw.text.addTxt(MetaString::ADVOB_TXT, 175); //%s learns something
iw.text.addReplacement(h->name);
cb->showInfoDialog(&iw);
}
cb->showInfoDialog(&iw);
//give sec skills
for (int i = 0; i<unpossessedAbilities.size(); i++)
cb->changeSecSkill(h, unpossessedAbilities[i], unpossessedAbilityLevels[i],true);
for (auto abilityData : unpossessedAbilities)
cb->changeSecSkill(h, abilityData.first, abilityData.second, true);
assert(h->secSkills.size() <= GameConstants::SKILL_PER_HERO);
@ -125,6 +120,7 @@ void CGPandoraBox::giveContentsUpToExp(const CGHeroInstance *h) const
if(expVal)
cb->changePrimSkill(h, PrimarySkill::EXPERIENCE, expVal, false);
}
//else { } //TODO:Create information that box was empty for now, and deliver to CGPandoraBox::giveContentsAfterExp or refactor
if(!cb->isVisitCoveredByAnotherQuery(this, h))
giveContentsAfterExp(h);