/* * CSkillHandler.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include #include "CSkillHandler.h" #include "CGeneralTextHandler.h" #include "filesystem/Filesystem.h" #include "JsonNode.h" #include "CModHandler.h" #include "StringConstants.h" ///CSkill CSkill::LevelInfo::LevelInfo() { } CSkill::LevelInfo::~LevelInfo() { } CSkill::CSkill(SecondarySkill id, std::string identifier) : id(id), identifier(identifier) { levels.resize(NSecondarySkill::levels.size() - 1); } CSkill::~CSkill() { } void CSkill::addNewBonus(const std::shared_ptr & b, int level) { b->source = Bonus::SECONDARY_SKILL; b->sid = id; b->duration = Bonus::PERMANENT; b->description = identifier; levels[level-1].effects.push_back(b); } const CSkill::LevelInfo & CSkill::at(int level) const { assert(1 <= level && level < NSecondarySkill::levels.size()); return levels[level - 1]; } CSkill::LevelInfo & CSkill::at(int level) { assert(1 <= level && level < NSecondarySkill::levels.size()); return levels[level - 1]; } DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CSkill::LevelInfo & info) { out << "(\"" << info.description << "\", ["; for(int i=0; i < info.effects.size(); i++) out << (i ? "," : "") << info.effects[i]->Description(); return out << "])"; } DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CSkill & skill) { out << "Skill(" << (int)skill.id << "," << skill.identifier << "): ["; for(int i=0; i < skill.levels.size(); i++) out << (i ? "," : "") << skill.levels[i]; return out << "]"; } std::string CSkill::toString() const { std::ostringstream ss; ss << *this; return ss.str(); } ///CSkillHandler CSkillHandler::CSkillHandler() { } std::vector CSkillHandler::loadLegacyData(size_t dataSize) { CLegacyConfigParser parser("DATA/SSTRAITS.TXT"); //skip header parser.endLine(); parser.endLine(); std::vector skillNames; std::vector> skillInfoTexts; do { skillNames.push_back(parser.readString()); skillInfoTexts.push_back(std::vector()); for(int i = 0; i < 3; i++) skillInfoTexts.back().push_back(parser.readString()); } while (parser.endLine()); assert(skillNames.size() == GameConstants::SKILL_QUANTITY); //store & construct JSON std::vector legacyData; for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++) { JsonNode skillNode(JsonNode::JsonType::DATA_STRUCT); skillNode["name"].String() = skillNames[id]; for(int level = 1; level < NSecondarySkill::levels.size(); level++) { std::string & desc = skillInfoTexts[id][level-1]; auto & levelNode = skillNode[NSecondarySkill::levels[level]].Struct(); levelNode["description"].String() = desc; levelNode["effects"].Struct(); // create empty effects objects } legacyData.push_back(skillNode); } objects.resize(legacyData.size()); return legacyData; } const std::vector & CSkillHandler::getTypeNames() const { static const std::vector typeNames = { "skill", "secondarySkill" }; return typeNames; } const std::string & CSkillHandler::skillInfo(int skill, int level) const { return objects[skill]->at(level).description; } const std::string & CSkillHandler::skillName(int skill) const { return objects[skill]->name; } CSkill * CSkillHandler::loadFromJson(const JsonNode & json, const std::string & identifier, size_t index) { CSkill * skill = new CSkill(SecondarySkill(index), identifier); skill->name = json["name"].String(); switch(json["gainChance"].getType()) { case JsonNode::JsonType::DATA_INTEGER: skill->gainChance[0] = json["gainChance"].Integer(); skill->gainChance[1] = json["gainChance"].Integer(); break; case JsonNode::JsonType::DATA_STRUCT: skill->gainChance[0] = json["gainChance"]["might"].Integer(); skill->gainChance[1] = json["gainChance"]["magic"].Integer(); break; default: break; } for(int level = 1; level < NSecondarySkill::levels.size(); level++) { const std::string & levelName = NSecondarySkill::levels[level]; // basic, advanced, expert const JsonNode & levelNode = json[levelName]; // parse bonus effects for(auto b : levelNode["effects"].Struct()) { auto bonus = JsonUtils::parseBonus(b.second); skill->addNewBonus(bonus, level); } CSkill::LevelInfo & skillAtLevel = skill->at(level); skillAtLevel.description = levelNode["description"].String(); skillAtLevel.iconSmall = levelNode["images"]["small"].String(); skillAtLevel.iconMedium = levelNode["images"]["medium"].String(); skillAtLevel.iconLarge = levelNode["images"]["large"].String(); } logMod->debug("loaded secondary skill %s(%d)", identifier, (int)skill->id); logMod->trace("%s", skill->toString()); return skill; } void CSkillHandler::afterLoadFinalization() { } void CSkillHandler::beforeValidate(JsonNode & object) { //handle "base" level info JsonNode & base = object["base"]; auto inheritNode = [&](const std::string & name){ JsonUtils::inherit(object[name], base); }; inheritNode("basic"); inheritNode("advanced"); inheritNode("expert"); } CSkillHandler::~CSkillHandler() { } std::vector CSkillHandler::getDefaultAllowed() const { std::vector allowedSkills(objects.size(), true); return allowedSkills; } si32 CSkillHandler::decodeSkill(const std::string & identifier) { auto rawId = VLC->modh->identifiers.getIdentifier("core", "skill", identifier); if(rawId) return rawId.get(); else return -1; } std::string CSkillHandler::encodeSkill(const si32 index) { return (*VLC->skillh)[SecondarySkill(index)]->identifier; } std::string CSkillHandler::encodeSkillWithType(const si32 index) { return CModHandler::makeFullIdentifier("", "skill", encodeSkill(index)); }