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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Yog will now only get Attack or Defence on leveling up

This commit is contained in:
Ivan Savenko 2024-01-31 00:18:10 +02:00
parent a9866bb5c6
commit ccea7fc1fb
2 changed files with 11 additions and 21 deletions

View File

@ -282,12 +282,12 @@ CHeroClass * CHeroClassHandler::loadFromJson(const std::string & scope, const Js
fillPrimarySkillData(node, heroClass, PrimarySkill::KNOWLEDGE); fillPrimarySkillData(node, heroClass, PrimarySkill::KNOWLEDGE);
auto percentSumm = std::accumulate(heroClass->primarySkillLowLevel.begin(), heroClass->primarySkillLowLevel.end(), 0); auto percentSumm = std::accumulate(heroClass->primarySkillLowLevel.begin(), heroClass->primarySkillLowLevel.end(), 0);
if(percentSumm != 100) if(percentSumm <= 0)
logMod->error("Hero class %s has wrong lowLevelChance values: summ should be 100, but %d instead", heroClass->identifier, percentSumm); logMod->error("Hero class %s has wrong lowLevelChance values: must be above zero!", heroClass->identifier, percentSumm);
percentSumm = std::accumulate(heroClass->primarySkillHighLevel.begin(), heroClass->primarySkillHighLevel.end(), 0); percentSumm = std::accumulate(heroClass->primarySkillHighLevel.begin(), heroClass->primarySkillHighLevel.end(), 0);
if(percentSumm != 100) if(percentSumm <= 0)
logMod->error("Hero class %s has wrong highLevelChance values: summ should be 100, but %d instead", heroClass->identifier, percentSumm); logMod->error("Hero class %s has wrong highLevelChance values: must be above zero!", heroClass->identifier, percentSumm);
for(auto skillPair : node["secondarySkills"].Struct()) for(auto skillPair : node["secondarySkills"].Struct())
{ {

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@ -13,6 +13,7 @@
#include <vcmi/ServerCallback.h> #include <vcmi/ServerCallback.h>
#include <vcmi/spells/Spell.h> #include <vcmi/spells/Spell.h>
#include <vstd/RNG.h>
#include "../CGeneralTextHandler.h" #include "../CGeneralTextHandler.h"
#include "../ArtifactUtils.h" #include "../ArtifactUtils.h"
@ -1367,28 +1368,17 @@ std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills(CR
PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
{ {
assert(gainsLevel()); assert(gainsLevel());
int randomValue = rand.nextInt(99);
int pom = 0;
int primarySkill = 0;
const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL; const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel; const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill) if (isCampaignYog())
{ {
pom += skillChances[primarySkill]; // Yog can only receive Attack or Defence on level-up
if(randomValue < pom) std::vector<int> yogChances = { skillChances[0], skillChances[1]};
{ return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(yogChances, rand));
break;
}
} }
if(primarySkill >= GameConstants::PRIMARY_SKILLS)
{ return static_cast<PrimarySkill>(RandomGeneratorUtil::nextItemWeighted(skillChances, rand));
primarySkill = rand.nextInt(GameConstants::PRIMARY_SKILLS - 1);
logGlobal->error("Wrong values in primarySkill%sLevel for hero class %s", isLowLevelHero ? "Low" : "High", getClassNameTranslated());
randomValue = 100 / GameConstants::PRIMARY_SKILLS;
}
logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
return static_cast<PrimarySkill>(primarySkill);
} }
std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const