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mirror of https://github.com/vcmi/vcmi.git synced 2025-09-16 09:26:28 +02:00

Merge pull request #5947 from Laserlicht/skill

Setting to increase selectable skills on levelup
This commit is contained in:
Ivan Savenko
2025-07-31 17:00:24 +03:00
committed by GitHub
7 changed files with 109 additions and 41 deletions

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@@ -404,23 +404,39 @@ void CSplitWindow::sliderMoved(int to)
CLevelWindow::CLevelWindow(const CGHeroInstance * hero, PrimarySkill pskill, std::vector<SecondarySkill> & skills, std::function<void(ui32)> callback)
: CWindowObject(PLAYER_COLORED, ImagePath::builtin("LVLUPBKG")),
cb(callback)
cb(callback),
skills(skills),
hero(hero),
skillViewOffset(0)
{
OBJECT_CONSTRUCTION;
GAME->interface()->showingDialog->setBusy();
if(!skills.empty())
{
std::vector<std::shared_ptr<CSelectableComponent>> comps;
for(auto & skill : skills)
{
auto comp = std::make_shared<CSelectableComponent>(ComponentType::SEC_SKILL, skill, hero->getSecSkillLevel(SecondarySkill(skill))+1, CComponent::medium);
comp->onChoose = std::bind(&CLevelWindow::close, this);
comps.push_back(comp);
}
sortedSkills = skills;
std::sort(sortedSkills.begin(), sortedSkills.end(), [hero](auto a, auto b) {
if(hero->getSecSkillLevel(a) == hero->getSecSkillLevel(b))
return LIBRARY->skillh->getById(a)->getNameTranslated() < LIBRARY->skillh->getById(b)->getNameTranslated();
return hero->getSecSkillLevel(a) > hero->getSecSkillLevel(b);
});
box = std::make_shared<CComponentBox>(comps, Rect(75, 300, pos.w - 150, 100));
createSkillBox();
if(skills.size() > 3)
{
buttonLeft = std::make_shared<CButton>(Point(23, 309), AnimationPath::builtin("HSBTNS3"), CButton::tooltip(), [this, skills](){
if(skillViewOffset > 0)
skillViewOffset--;
else
skillViewOffset = skills.size() - 1;
createSkillBox();
}, EShortcut::MOVE_LEFT);
buttonRight = std::make_shared<CButton>(Point(pos.w - 45, 309), AnimationPath::builtin("HSBTNS5"), CButton::tooltip(), [this, skills](){
if(skillViewOffset < skills.size() - 1)
skillViewOffset++;
else
skillViewOffset = 0;
createSkillBox();
}, EShortcut::MOVE_RIGHT);
}
portrait = std::make_shared<CHeroArea>(170, 66, hero);
@@ -444,11 +460,53 @@ CLevelWindow::CLevelWindow(const CGHeroInstance * hero, PrimarySkill pskill, std
skillValue = std::make_shared<CLabel>(192, 253, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, LIBRARY->generaltexth->primarySkillNames[pskill.getNum()] + " +1");
}
std::vector<SecondarySkill> getSkillsToShow(const std::vector<SecondarySkill>& skills, int offset, int count)
{
std::vector<SecondarySkill> result;
int size = skills.size();
if (size == 0 || count <= 0) return result;
offset = offset % size; // ensure offset is within bounds
for (int i = 0; i < std::min(count, size); ++i)
{
int index = (offset + i) % size; // ring buffer like
result.push_back(skills[index]);
}
return result;
}
void CLevelWindow::createSkillBox()
{
OBJECT_CONSTRUCTION;
std::vector<SecondarySkill> skillsToShow = skills.size() > 3 ? getSkillsToShow(sortedSkills, skillViewOffset, 3) : sortedSkills;
if(!skillsToShow.empty())
{
std::vector<std::shared_ptr<CSelectableComponent>> comps;
for(auto & skill : skillsToShow)
{
auto comp = std::make_shared<CSelectableComponent>(ComponentType::SEC_SKILL, skill, hero->getSecSkillLevel(SecondarySkill(skill))+1, CComponent::medium);
comp->onChoose = std::bind(&CLevelWindow::close, this);
comps.push_back(comp);
}
box = std::make_shared<CComponentBox>(comps, Rect(75, 300, pos.w - 150, 100));
}
setRedrawParent(true);
redraw();
}
void CLevelWindow::close()
{
//FIXME: call callback if there was nothing to select?
if (box && box->selectedIndex() != -1)
cb(box->selectedIndex());
{
auto it = std::find(skills.begin(), skills.end(), sortedSkills[(box->selectedIndex() + skillViewOffset) % skills.size()]);
cb(std::distance(skills.begin(), it));
}
GAME->interface()->showingDialog->setFree();

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@@ -152,7 +152,16 @@ class CLevelWindow : public CWindowObject
std::shared_ptr<CComponentBox> box; //skills to select
std::function<void(ui32)> cb;
int skillViewOffset = 0;
std::shared_ptr<CButton> buttonLeft;
std::shared_ptr<CButton> buttonRight;
std::vector<SecondarySkill> skills;
std::vector<SecondarySkill> sortedSkills;
const CGHeroInstance * hero;
void selectionChanged(unsigned to);
void createSkillBox();
public:
CLevelWindow(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, std::function<void(ui32)> callback);

View File

@@ -527,7 +527,12 @@
/// Strength of generic secondary skill specialties ( "secondary" : "skillName" ) per level
"specialtySecondarySkillGrowth" : 5,
/// Strength of generic creature specialties ( "creature" : "creatureName" ) per level
"specialtyCreatureGrowth" : 5
"specialtyCreatureGrowth" : 5,
/// Maximum amount of skills that can be offered to hero on levelup
"levelupTotalSkillsAmount" : 2,
/// Maximum amount of advanced or expert skills that can be offered to hero on levelup
"levelupUpgradedSkillsAmount" : 1
},
"towns":

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@@ -38,20 +38,22 @@
"type" : "object",
"additionalProperties" : false,
"properties" : {
"perPlayerOnMapCap" : { "type" : "number" },
"perPlayerTotalCap" : { "type" : "number" },
"retreatOnWinWithoutTroops" : { "type" : "boolean" },
"startingStackChances" : { "type" : "array" },
"backpackSize" : { "type" : "number" },
"tavernInvite" : { "type" : "boolean" },
"minimalPrimarySkills" : { "type" : "array" },
"movementCostBase" : { "type" : "number" },
"movementPointsLand" : { "type" : "array" },
"movementPointsSea" : { "type" : "array" },
"skillPerHero" : { "type" : "number" },
"specialtyCreatureGrowth" : { "type" : "number" },
"perPlayerOnMapCap" : { "type" : "number" },
"perPlayerTotalCap" : { "type" : "number" },
"retreatOnWinWithoutTroops" : { "type" : "boolean" },
"startingStackChances" : { "type" : "array" },
"backpackSize" : { "type" : "number" },
"tavernInvite" : { "type" : "boolean" },
"minimalPrimarySkills" : { "type" : "array" },
"movementCostBase" : { "type" : "number" },
"movementPointsLand" : { "type" : "array" },
"movementPointsSea" : { "type" : "array" },
"skillPerHero" : { "type" : "number" },
"specialtyCreatureGrowth" : { "type" : "number" },
"specialtySecondarySkillGrowth" : { "type" : "number" },
"baseScoutingRange" : { "type" : "number" }
"baseScoutingRange" : { "type" : "number" },
"levelupTotalSkillsAmount" : { "type" : "number" },
"levelupUpgradedSkillsAmount" : { "type" : "number" }
}
},
"towns" : {

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@@ -86,6 +86,8 @@ const std::vector<GameSettings::SettingOption> GameSettings::settingProperties =
{EGameSettings::HEROES_SKILL_PER_HERO, "heroes", "skillPerHero" },
{EGameSettings::HEROES_SPECIALTY_CREATURE_GROWTH, "heroes", "specialtyCreatureGrowth" },
{EGameSettings::HEROES_SPECIALTY_SECONDARY_SKILL_GROWTH, "heroes", "specialtySecondarySkillGrowth" },
{EGameSettings::LEVEL_UP_TOTAL_SKILLS_AMOUNT, "heroes", "levelupTotalSkillsAmount" },
{EGameSettings::LEVEL_UP_UPGRADED_SKILLS_AMOUNT, "heroes", "levelupUpgradedSkillsAmount" },
{EGameSettings::MAP_FORMAT_ARMAGEDDONS_BLADE, "mapFormat", "armageddonsBlade" },
{EGameSettings::MAP_FORMAT_CHRONICLES, "mapFormat", "chronicles" },
{EGameSettings::MAP_FORMAT_HORN_OF_THE_ABYSS, "mapFormat", "hornOfTheAbyss" },

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@@ -59,6 +59,8 @@ enum class EGameSettings
HEROES_SKILL_PER_HERO,
HEROES_SPECIALTY_CREATURE_GROWTH,
HEROES_SPECIALTY_SECONDARY_SKILL_GROWTH,
LEVEL_UP_TOTAL_SKILLS_AMOUNT,
LEVEL_UP_UPGRADED_SKILLS_AMOUNT,
INTERFACE_PLAYER_COLORED_BACKGROUND,
MAP_FORMAT_ARMAGEDDONS_BLADE,
MAP_FORMAT_CHRONICLES,

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@@ -1422,26 +1422,16 @@ std::vector<SecondarySkill> CGHeroInstance::getLevelupSkillCandidates(IGameRando
basicAndAdv.insert(elem.first);
none.erase(elem.first);
}
if (!basicAndAdv.empty())
int maxUpgradedSkills = cb->getSettings().getInteger(EGameSettings::LEVEL_UP_UPGRADED_SKILLS_AMOUNT);
while (skills.size() < maxUpgradedSkills && !basicAndAdv.empty())
{
skills.push_back(gameRandomizer.rollSecondarySkillForLevelup(this, basicAndAdv));
basicAndAdv.erase(skills.back());
}
if (!none.empty())
{
skills.push_back(gameRandomizer.rollSecondarySkillForLevelup(this, none));
none.erase(skills.back());
}
if (!basicAndAdv.empty() && skills.size() < 2)
{
skills.push_back(gameRandomizer.rollSecondarySkillForLevelup(this, basicAndAdv));
basicAndAdv.erase(skills.back());
}
if (!none.empty() && skills.size() < 2)
int maxTotalSkills = cb->getSettings().getInteger(EGameSettings::LEVEL_UP_TOTAL_SKILLS_AMOUNT);
while (skills.size() < maxTotalSkills && !none.empty())
{
skills.push_back(gameRandomizer.rollSecondarySkillForLevelup(this, none));
none.erase(skills.back());