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Merge pull request #5947 from Laserlicht/skill
Setting to increase selectable skills on levelup
This commit is contained in:
@@ -404,23 +404,39 @@ void CSplitWindow::sliderMoved(int to)
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CLevelWindow::CLevelWindow(const CGHeroInstance * hero, PrimarySkill pskill, std::vector<SecondarySkill> & skills, std::function<void(ui32)> callback)
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: CWindowObject(PLAYER_COLORED, ImagePath::builtin("LVLUPBKG")),
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cb(callback)
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cb(callback),
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skills(skills),
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hero(hero),
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skillViewOffset(0)
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{
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OBJECT_CONSTRUCTION;
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GAME->interface()->showingDialog->setBusy();
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if(!skills.empty())
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{
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std::vector<std::shared_ptr<CSelectableComponent>> comps;
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for(auto & skill : skills)
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{
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auto comp = std::make_shared<CSelectableComponent>(ComponentType::SEC_SKILL, skill, hero->getSecSkillLevel(SecondarySkill(skill))+1, CComponent::medium);
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comp->onChoose = std::bind(&CLevelWindow::close, this);
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comps.push_back(comp);
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}
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sortedSkills = skills;
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std::sort(sortedSkills.begin(), sortedSkills.end(), [hero](auto a, auto b) {
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if(hero->getSecSkillLevel(a) == hero->getSecSkillLevel(b))
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return LIBRARY->skillh->getById(a)->getNameTranslated() < LIBRARY->skillh->getById(b)->getNameTranslated();
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return hero->getSecSkillLevel(a) > hero->getSecSkillLevel(b);
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});
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box = std::make_shared<CComponentBox>(comps, Rect(75, 300, pos.w - 150, 100));
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createSkillBox();
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if(skills.size() > 3)
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{
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buttonLeft = std::make_shared<CButton>(Point(23, 309), AnimationPath::builtin("HSBTNS3"), CButton::tooltip(), [this, skills](){
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if(skillViewOffset > 0)
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skillViewOffset--;
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else
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skillViewOffset = skills.size() - 1;
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createSkillBox();
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}, EShortcut::MOVE_LEFT);
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buttonRight = std::make_shared<CButton>(Point(pos.w - 45, 309), AnimationPath::builtin("HSBTNS5"), CButton::tooltip(), [this, skills](){
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if(skillViewOffset < skills.size() - 1)
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skillViewOffset++;
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else
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skillViewOffset = 0;
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createSkillBox();
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}, EShortcut::MOVE_RIGHT);
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}
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portrait = std::make_shared<CHeroArea>(170, 66, hero);
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@@ -444,11 +460,53 @@ CLevelWindow::CLevelWindow(const CGHeroInstance * hero, PrimarySkill pskill, std
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skillValue = std::make_shared<CLabel>(192, 253, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, LIBRARY->generaltexth->primarySkillNames[pskill.getNum()] + " +1");
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}
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std::vector<SecondarySkill> getSkillsToShow(const std::vector<SecondarySkill>& skills, int offset, int count)
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{
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std::vector<SecondarySkill> result;
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int size = skills.size();
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if (size == 0 || count <= 0) return result;
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offset = offset % size; // ensure offset is within bounds
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for (int i = 0; i < std::min(count, size); ++i)
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{
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int index = (offset + i) % size; // ring buffer like
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result.push_back(skills[index]);
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}
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return result;
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}
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void CLevelWindow::createSkillBox()
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{
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OBJECT_CONSTRUCTION;
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std::vector<SecondarySkill> skillsToShow = skills.size() > 3 ? getSkillsToShow(sortedSkills, skillViewOffset, 3) : sortedSkills;
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if(!skillsToShow.empty())
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{
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std::vector<std::shared_ptr<CSelectableComponent>> comps;
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for(auto & skill : skillsToShow)
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{
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auto comp = std::make_shared<CSelectableComponent>(ComponentType::SEC_SKILL, skill, hero->getSecSkillLevel(SecondarySkill(skill))+1, CComponent::medium);
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comp->onChoose = std::bind(&CLevelWindow::close, this);
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comps.push_back(comp);
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}
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box = std::make_shared<CComponentBox>(comps, Rect(75, 300, pos.w - 150, 100));
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}
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setRedrawParent(true);
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redraw();
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}
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void CLevelWindow::close()
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{
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//FIXME: call callback if there was nothing to select?
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if (box && box->selectedIndex() != -1)
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cb(box->selectedIndex());
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{
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auto it = std::find(skills.begin(), skills.end(), sortedSkills[(box->selectedIndex() + skillViewOffset) % skills.size()]);
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cb(std::distance(skills.begin(), it));
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}
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GAME->interface()->showingDialog->setFree();
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@@ -152,7 +152,16 @@ class CLevelWindow : public CWindowObject
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std::shared_ptr<CComponentBox> box; //skills to select
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std::function<void(ui32)> cb;
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int skillViewOffset = 0;
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std::shared_ptr<CButton> buttonLeft;
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std::shared_ptr<CButton> buttonRight;
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std::vector<SecondarySkill> skills;
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std::vector<SecondarySkill> sortedSkills;
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const CGHeroInstance * hero;
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void selectionChanged(unsigned to);
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void createSkillBox();
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public:
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CLevelWindow(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, std::function<void(ui32)> callback);
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@@ -527,7 +527,12 @@
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/// Strength of generic secondary skill specialties ( "secondary" : "skillName" ) per level
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"specialtySecondarySkillGrowth" : 5,
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/// Strength of generic creature specialties ( "creature" : "creatureName" ) per level
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"specialtyCreatureGrowth" : 5
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"specialtyCreatureGrowth" : 5,
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/// Maximum amount of skills that can be offered to hero on levelup
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"levelupTotalSkillsAmount" : 2,
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/// Maximum amount of advanced or expert skills that can be offered to hero on levelup
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"levelupUpgradedSkillsAmount" : 1
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},
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"towns":
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@@ -38,20 +38,22 @@
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"type" : "object",
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"additionalProperties" : false,
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"properties" : {
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"perPlayerOnMapCap" : { "type" : "number" },
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"perPlayerTotalCap" : { "type" : "number" },
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"retreatOnWinWithoutTroops" : { "type" : "boolean" },
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"startingStackChances" : { "type" : "array" },
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"backpackSize" : { "type" : "number" },
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"tavernInvite" : { "type" : "boolean" },
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"minimalPrimarySkills" : { "type" : "array" },
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"movementCostBase" : { "type" : "number" },
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"movementPointsLand" : { "type" : "array" },
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"movementPointsSea" : { "type" : "array" },
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"skillPerHero" : { "type" : "number" },
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"specialtyCreatureGrowth" : { "type" : "number" },
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"perPlayerOnMapCap" : { "type" : "number" },
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"perPlayerTotalCap" : { "type" : "number" },
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"retreatOnWinWithoutTroops" : { "type" : "boolean" },
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"startingStackChances" : { "type" : "array" },
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"backpackSize" : { "type" : "number" },
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"tavernInvite" : { "type" : "boolean" },
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"minimalPrimarySkills" : { "type" : "array" },
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"movementCostBase" : { "type" : "number" },
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"movementPointsLand" : { "type" : "array" },
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"movementPointsSea" : { "type" : "array" },
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"skillPerHero" : { "type" : "number" },
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"specialtyCreatureGrowth" : { "type" : "number" },
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"specialtySecondarySkillGrowth" : { "type" : "number" },
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"baseScoutingRange" : { "type" : "number" }
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"baseScoutingRange" : { "type" : "number" },
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"levelupTotalSkillsAmount" : { "type" : "number" },
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"levelupUpgradedSkillsAmount" : { "type" : "number" }
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}
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},
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"towns" : {
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@@ -86,6 +86,8 @@ const std::vector<GameSettings::SettingOption> GameSettings::settingProperties =
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{EGameSettings::HEROES_SKILL_PER_HERO, "heroes", "skillPerHero" },
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{EGameSettings::HEROES_SPECIALTY_CREATURE_GROWTH, "heroes", "specialtyCreatureGrowth" },
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{EGameSettings::HEROES_SPECIALTY_SECONDARY_SKILL_GROWTH, "heroes", "specialtySecondarySkillGrowth" },
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{EGameSettings::LEVEL_UP_TOTAL_SKILLS_AMOUNT, "heroes", "levelupTotalSkillsAmount" },
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{EGameSettings::LEVEL_UP_UPGRADED_SKILLS_AMOUNT, "heroes", "levelupUpgradedSkillsAmount" },
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{EGameSettings::MAP_FORMAT_ARMAGEDDONS_BLADE, "mapFormat", "armageddonsBlade" },
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{EGameSettings::MAP_FORMAT_CHRONICLES, "mapFormat", "chronicles" },
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{EGameSettings::MAP_FORMAT_HORN_OF_THE_ABYSS, "mapFormat", "hornOfTheAbyss" },
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@@ -59,6 +59,8 @@ enum class EGameSettings
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HEROES_SKILL_PER_HERO,
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HEROES_SPECIALTY_CREATURE_GROWTH,
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HEROES_SPECIALTY_SECONDARY_SKILL_GROWTH,
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LEVEL_UP_TOTAL_SKILLS_AMOUNT,
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LEVEL_UP_UPGRADED_SKILLS_AMOUNT,
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INTERFACE_PLAYER_COLORED_BACKGROUND,
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MAP_FORMAT_ARMAGEDDONS_BLADE,
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MAP_FORMAT_CHRONICLES,
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@@ -1422,26 +1422,16 @@ std::vector<SecondarySkill> CGHeroInstance::getLevelupSkillCandidates(IGameRando
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basicAndAdv.insert(elem.first);
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none.erase(elem.first);
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}
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if (!basicAndAdv.empty())
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int maxUpgradedSkills = cb->getSettings().getInteger(EGameSettings::LEVEL_UP_UPGRADED_SKILLS_AMOUNT);
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while (skills.size() < maxUpgradedSkills && !basicAndAdv.empty())
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{
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skills.push_back(gameRandomizer.rollSecondarySkillForLevelup(this, basicAndAdv));
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basicAndAdv.erase(skills.back());
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}
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if (!none.empty())
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{
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skills.push_back(gameRandomizer.rollSecondarySkillForLevelup(this, none));
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none.erase(skills.back());
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}
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if (!basicAndAdv.empty() && skills.size() < 2)
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{
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skills.push_back(gameRandomizer.rollSecondarySkillForLevelup(this, basicAndAdv));
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basicAndAdv.erase(skills.back());
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}
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if (!none.empty() && skills.size() < 2)
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int maxTotalSkills = cb->getSettings().getInteger(EGameSettings::LEVEL_UP_TOTAL_SKILLS_AMOUNT);
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while (skills.size() < maxTotalSkills && !none.empty())
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{
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skills.push_back(gameRandomizer.rollSecondarySkillForLevelup(this, none));
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none.erase(skills.back());
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