/* * CSpellHandler.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 "CSpellHandler.h" #include "Problem.h" #include #include "../CGeneralTextHandler.h" #include "../filesystem/Filesystem.h" #include "../constants/StringConstants.h" #include "../battle/BattleInfo.h" #include "../battle/CBattleInfoCallback.h" #include "../battle/Unit.h" #include "../json/JsonUtils.h" #include "../mapObjects/CGHeroInstance.h" //todo: remove #include "../serializer/CSerializer.h" #include "../modding/IdentifierStorage.h" #include "../modding/ModUtility.h" #include "ISpellMechanics.h" VCMI_LIB_NAMESPACE_BEGIN namespace SpellConfig { static const std::string LEVEL_NAMES[] = {"none", "basic", "advanced", "expert"}; const spells::SchoolInfo SCHOOL[4] = { { SpellSchool::AIR, "air" }, { SpellSchool::FIRE, "fire" }, { SpellSchool::WATER, "water" }, { SpellSchool::EARTH, "earth" } }; //order as described in http://bugs.vcmi.eu/view.php?id=91 static const SpellSchool SCHOOL_ORDER[4] = { SpellSchool::AIR, //=0 SpellSchool::FIRE, //=1 SpellSchool::EARTH,//=3(!) SpellSchool::WATER //=2(!) }; } //namespace SpellConfig ///CSpell CSpell::CSpell(): id(SpellID::NONE), level(0), power(0), combat(false), creatureAbility(false), castOnSelf(false), positiveness(ESpellPositiveness::NEUTRAL), defaultProbability(0), rising(false), damage(false), offensive(false), special(true), nonMagical(false), targetType(spells::AimType::NO_TARGET) { levels.resize(GameConstants::SPELL_SCHOOL_LEVELS); } //must be instantiated in .cpp file for access to complete types of all member fields CSpell::~CSpell() = default; bool CSpell::adventureCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const { assert(env); if(!adventureMechanics) { env->complain("Invalid adventure spell cast attempt!"); return false; } return adventureMechanics->adventureCast(env, parameters); } const CSpell::LevelInfo & CSpell::getLevelInfo(const int32_t level) const { if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS) { logGlobal->error("CSpell::getLevelInfo: invalid school mastery level %d", level); return levels.at(MasteryLevel::EXPERT); } return levels.at(level); } int64_t CSpell::calculateDamage(const spells::Caster * caster) const { //check if spell really does damage - if not, return 0 if(!isDamage()) return 0; auto rawDamage = calculateRawEffectValue(caster->getEffectLevel(this), caster->getEffectPower(this), 1); return caster->getSpellBonus(this, rawDamage, nullptr); } bool CSpell::hasSchool(SpellSchool which) const { return school.count(which) && school.at(which); } bool CSpell::canBeCast(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster) const { //if caller do not interested in description just discard it and do not pollute even debug log spells::detail::ProblemImpl problem; return canBeCast(problem, cb, mode, caster); } bool CSpell::canBeCast(spells::Problem & problem, const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster) const { spells::BattleCast event(cb, caster, mode, this); auto mechanics = battleMechanics(&event); return mechanics->canBeCast(problem); } spells::AimType CSpell::getTargetType() const { return targetType; } void CSpell::forEachSchool(const std::function& cb) const { bool stop = false; for(auto iter : SpellConfig::SCHOOL_ORDER) { const spells::SchoolInfo & cnf = SpellConfig::SCHOOL[iter.getNum()]; if(school.at(cnf.id)) { cb(cnf.id, stop); if(stop) break; } } } SpellID CSpell::getId() const { return id; } std::string CSpell::getNameTextID() const { TextIdentifier id("spell", modScope, identifier, "name"); return id.get(); } std::string CSpell::getNameTranslated() const { return VLC->generaltexth->translate(getNameTextID()); } std::string CSpell::getDescriptionTextID(int32_t level) const { TextIdentifier id("spell", modScope, identifier, "description", SpellConfig::LEVEL_NAMES[level]); return id.get(); } std::string CSpell::getDescriptionTranslated(int32_t level) const { return VLC->generaltexth->translate(getDescriptionTextID(level)); } std::string CSpell::getJsonKey() const { return modScope + ':' + identifier; } int32_t CSpell::getIndex() const { return id.toEnum(); } int32_t CSpell::getIconIndex() const { return getIndex(); } int32_t CSpell::getLevel() const { return level; } bool CSpell::isCombat() const { return combat; } bool CSpell::isAdventure() const { return !combat; } bool CSpell::isCreatureAbility() const { return creatureAbility; } bool CSpell::isMagical() const { return !nonMagical; } bool CSpell::isPositive() const { return positiveness == POSITIVE; } bool CSpell::isNegative() const { return positiveness == NEGATIVE; } bool CSpell::isNeutral() const { return positiveness == NEUTRAL; } boost::logic::tribool CSpell::getPositiveness() const { switch (positiveness) { case CSpell::POSITIVE: return true; case CSpell::NEGATIVE: return false; default: return boost::logic::indeterminate; } } bool CSpell::isDamage() const { return damage; } bool CSpell::isOffensive() const { return offensive; } bool CSpell::isSpecial() const { return special; } bool CSpell::hasEffects() const { return !levels[0].effects.empty() || !levels[0].cumulativeEffects.empty(); } bool CSpell::hasBattleEffects() const { return levels[0].battleEffects.getType() == JsonNode::JsonType::DATA_STRUCT && !levels[0].battleEffects.Struct().empty(); } bool CSpell::canCastOnSelf() const { return castOnSelf; } const std::string & CSpell::getIconImmune() const { return iconImmune; } const std::string & CSpell::getIconBook() const { return iconBook; } const std::string & CSpell::getIconEffect() const { return iconEffect; } const std::string & CSpell::getIconScenarioBonus() const { return iconScenarioBonus; } const std::string & CSpell::getIconScroll() const { return iconScroll; } const AudioPath & CSpell::getCastSound() const { return castSound; } int32_t CSpell::getCost(const int32_t skillLevel) const { return getLevelInfo(skillLevel).cost; } int32_t CSpell::getBasePower() const { return power; } int32_t CSpell::getLevelPower(const int32_t skillLevel) const { return getLevelInfo(skillLevel).power; } si32 CSpell::getProbability(const FactionID & factionId) const { if(!vstd::contains(probabilities,factionId)) { return defaultProbability; } return probabilities.at(factionId); } void CSpell::getEffects(std::vector & lst, const int level, const bool cumulative, const si32 duration, std::optional maxDuration) const { if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS) { logGlobal->error("invalid school level %d", level); return; } const auto & levelObject = levels.at(level); if(levelObject.effects.empty() && levelObject.cumulativeEffects.empty()) { logGlobal->error("This spell (%s) has no effects for level %d", getNameTranslated(), level); return; } const auto & effects = cumulative ? levelObject.cumulativeEffects : levelObject.effects; lst.reserve(lst.size() + effects.size()); for(const auto& b : effects) { Bonus nb(*b); //use configured duration if present if(nb.turnsRemain == 0) nb.turnsRemain = duration; if(maxDuration) vstd::amax(*(maxDuration.value()), nb.turnsRemain); lst.push_back(nb); } } int64_t CSpell::adjustRawDamage(const spells::Caster * caster, const battle::Unit * affectedCreature, int64_t rawDamage) const { auto ret = rawDamage; //affected creature-specific part if(nullptr != affectedCreature) { const auto * bearer = affectedCreature->getBonusBearer(); //applying protections - when spell has more then one elements, only one protection should be applied (I think) forEachSchool([&](const SpellSchool & cnf, bool & stop) { if(bearer->hasBonusOfType(BonusType::SPELL_DAMAGE_REDUCTION, BonusSubtypeID(cnf))) { ret *= 100 - bearer->valOfBonuses(BonusType::SPELL_DAMAGE_REDUCTION, BonusSubtypeID(cnf)); ret /= 100; stop = true; //only bonus from one school is used } }); CSelector selector = Selector::typeSubtype(BonusType::SPELL_DAMAGE_REDUCTION, BonusSubtypeID(SpellSchool::ANY)); auto cachingStr = "type_SPELL_DAMAGE_REDUCTION_s_ANY"; //general spell dmg reduction, works only on magical effects if(bearer->hasBonus(selector, cachingStr) && isMagical()) { ret *= 100 - bearer->valOfBonuses(selector, cachingStr); ret /= 100; } //dmg increasing if(bearer->hasBonusOfType(BonusType::MORE_DAMAGE_FROM_SPELL, BonusSubtypeID(id))) { ret *= 100 + bearer->valOfBonuses(BonusType::MORE_DAMAGE_FROM_SPELL, BonusSubtypeID(id)); ret /= 100; } } ret = caster->getSpellBonus(this, ret, affectedCreature); return ret; } int64_t CSpell::calculateRawEffectValue(int32_t effectLevel, int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const { return static_cast(basePowerMultiplier) * getBasePower() + levelPowerMultiplier * getLevelPower(effectLevel); } void CSpell::setIsOffensive(const bool val) { offensive = val; if(val) { positiveness = CSpell::NEGATIVE; damage = true; } } void CSpell::setIsRising(const bool val) { rising = val; if(val) { positiveness = CSpell::POSITIVE; } } JsonNode CSpell::convertTargetCondition(const BTVector & immunity, const BTVector & absImmunity, const BTVector & limit, const BTVector & absLimit) const { static const std::string CONDITION_NORMAL = "normal"; static const std::string CONDITION_ABSOLUTE = "absolute"; #define BONUS_NAME(x) { BonusType::x, #x }, static const std::map bonusNameRMap = { BONUS_LIST }; #undef BONUS_NAME JsonNode res; auto convertVector = [&](const std::string & targetName, const BTVector & source, const std::string & value) { for(auto bonusType : source) { auto iter = bonusNameRMap.find(bonusType); if(iter != bonusNameRMap.end()) { auto fullId = ModUtility::makeFullIdentifier("", "bonus", iter->second); res[targetName][fullId].String() = value; } else { logGlobal->error("Invalid bonus type %d", static_cast(bonusType)); } } }; auto convertSection = [&](const std::string & targetName, const BTVector & normal, const BTVector & absolute) { convertVector(targetName, normal, CONDITION_NORMAL); convertVector(targetName, absolute, CONDITION_ABSOLUTE); }; convertSection("allOf", limit, absLimit); convertSection("noneOf", immunity, absImmunity); return res; } void CSpell::setupMechanics() { mechanics = spells::ISpellMechanicsFactory::get(this); adventureMechanics = IAdventureSpellMechanics::createMechanics(this); } std::unique_ptr CSpell::battleMechanics(const spells::IBattleCast * event) const { return mechanics->create(event); } void CSpell::registerIcons(const IconRegistar & cb) const { cb(getIndex(), 0, "SPELLS", iconBook); cb(getIndex()+1, 0, "SPELLINT", iconEffect); cb(getIndex(), 0, "SPELLBON", iconScenarioBonus); cb(getIndex(), 0, "SPELLSCR", iconScroll); } void CSpell::updateFrom(const JsonNode & data) { //todo:CSpell::updateFrom } void CSpell::serializeJson(JsonSerializeFormat & handler) { } ///CSpell::AnimationInfo CSpell::AnimationItem::AnimationItem() : verticalPosition(VerticalPosition::TOP), pause(0) { } ///CSpell::AnimationInfo AnimationPath CSpell::AnimationInfo::selectProjectile(const double angle) const { AnimationPath res; double maximum = 0.0; for(const auto & info : projectile) { if(info.minimumAngle < angle && info.minimumAngle >= maximum) { maximum = info.minimumAngle; res = info.resourceName; } } return res; } ///CSpell::TargetInfo CSpell::TargetInfo::TargetInfo(const CSpell * spell, const int level, spells::Mode mode) : type(spell->getTargetType()), smart(false), massive(false), clearAffected(false), clearTarget(false) { const auto & levelInfo = spell->getLevelInfo(level); smart = levelInfo.smartTarget; massive = levelInfo.range == "X"; clearAffected = levelInfo.clearAffected; clearTarget = levelInfo.clearTarget; } bool DLL_LINKAGE isInScreenRange(const int3 & center, const int3 & pos) { int3 diff = pos - center; return diff.x >= -9 && diff.x <= 9 && diff.y >= -8 && diff.y <= 8; } ///CSpellHandler std::vector CSpellHandler::loadLegacyData() { using namespace SpellConfig; std::vector legacyData; CLegacyConfigParser parser(TextPath::builtin("DATA/SPTRAITS.TXT")); auto readSchool = [&](JsonMap & schools, const std::string & name) { if (parser.readString() == "x") { schools[name].Bool() = true; } }; auto read = [&](bool combat, bool ability) { do { JsonNode lineNode(JsonNode::JsonType::DATA_STRUCT); const auto id = legacyData.size(); lineNode["index"].Integer() = id; lineNode["type"].String() = ability ? "ability" : (combat ? "combat" : "adventure"); lineNode["name"].String() = parser.readString(); parser.readString(); //ignored unused abbreviated name lineNode["level"].Integer() = static_cast(parser.readNumber()); auto& schools = lineNode["school"].Struct(); readSchool(schools, "earth"); readSchool(schools, "water"); readSchool(schools, "fire"); readSchool(schools, "air"); auto& levels = lineNode["levels"].Struct(); auto getLevel = [&](const size_t idx)->JsonMap& { assert(idx < GameConstants::SPELL_SCHOOL_LEVELS); return levels[LEVEL_NAMES[idx]].Struct(); }; auto costs = parser.readNumArray(GameConstants::SPELL_SCHOOL_LEVELS); lineNode["power"].Integer() = static_cast(parser.readNumber()); auto powers = parser.readNumArray(GameConstants::SPELL_SCHOOL_LEVELS); auto & chances = lineNode["gainChance"].Struct(); for(const auto & name : NFaction::names) chances[name].Integer() = static_cast(parser.readNumber()); auto AIVals = parser.readNumArray(GameConstants::SPELL_SCHOOL_LEVELS); std::vector descriptions; for(size_t i = 0; i < GameConstants::SPELL_SCHOOL_LEVELS; i++) descriptions.push_back(parser.readString()); parser.readString(); //ignore attributes. All data present in JSON //save parsed level specific data for(size_t i = 0; i < GameConstants::SPELL_SCHOOL_LEVELS; i++) { auto& level = getLevel(i); level["description"].String() = descriptions[i]; level["cost"].Integer() = costs[i]; level["power"].Integer() = powers[i]; level["aiValue"].Integer() = AIVals[i]; } legacyData.push_back(lineNode); } while (parser.endLine() && !parser.isNextEntryEmpty()); }; auto skip = [&](int cnt) { for(int i=0; i & CSpellHandler::getTypeNames() const { static const std::vector typeNames = { "spell" }; return typeNames; } CSpell * CSpellHandler::loadFromJson(const std::string & scope, const JsonNode & json, const std::string & identifier, size_t index) { assert(identifier.find(':') == std::string::npos); assert(!scope.empty()); using namespace SpellConfig; SpellID id(static_cast(index)); auto * spell = new CSpell(); spell->id = id; spell->identifier = identifier; spell->modScope = scope; const auto type = json["type"].String(); if(type == "ability") { spell->creatureAbility = true; spell->combat = true; } else { spell->creatureAbility = false; spell->combat = type == "combat"; } VLC->generaltexth->registerString(scope, spell->getNameTextID(), json["name"].String()); logMod->trace("%s: loading spell %s", __FUNCTION__, spell->getNameTranslated()); const auto schoolNames = json["school"]; for(const spells::SchoolInfo & info : SpellConfig::SCHOOL) { spell->school[info.id] = schoolNames[info.jsonName].Bool(); } spell->castOnSelf = json["canCastOnSelf"].Bool(); spell->level = static_cast(json["level"].Integer()); spell->power = static_cast(json["power"].Integer()); spell->defaultProbability = static_cast(json["defaultGainChance"].Integer()); for(const auto & node : json["gainChance"].Struct()) { const int chance = static_cast(node.second.Integer()); VLC->identifiers()->requestIdentifier(node.second.meta, "faction", node.first, [=](si32 factionID) { spell->probabilities[FactionID(factionID)] = chance; }); } auto targetType = json["targetType"].String(); if(targetType == "NO_TARGET") spell->targetType = spells::AimType::NO_TARGET; else if(targetType == "CREATURE") spell->targetType = spells::AimType::CREATURE; else if(targetType == "OBSTACLE") spell->targetType = spells::AimType::OBSTACLE; else if(targetType == "LOCATION") spell->targetType = spells::AimType::LOCATION; else logMod->warn("Spell %s: target type %s - assumed NO_TARGET.", spell->getNameTranslated(), (targetType.empty() ? "empty" : "unknown ("+targetType+")")); for(const auto & counteredSpell: json["counters"].Struct()) { if(counteredSpell.second.Bool()) { VLC->identifiers()->requestIdentifier(counteredSpell.second.meta, "spell", counteredSpell.first, [=](si32 id) { spell->counteredSpells.emplace_back(id); }); } } //TODO: more error checking - f.e. conflicting flags const auto flags = json["flags"]; //by default all flags are set to false in constructor spell->damage = flags["damage"].Bool(); //do this before "offensive" spell->nonMagical = flags["nonMagical"].Bool(); if(flags["offensive"].Bool()) { spell->setIsOffensive(true); } if(flags["rising"].Bool()) { spell->setIsRising(true); } const bool implicitPositiveness = spell->offensive || spell->rising; //(!) "damage" does not mean NEGATIVE --AVS if(flags["indifferent"].Bool()) { spell->positiveness = CSpell::NEUTRAL; } else if(flags["negative"].Bool()) { spell->positiveness = CSpell::NEGATIVE; } else if(flags["positive"].Bool()) { spell->positiveness = CSpell::POSITIVE; } else if(!implicitPositiveness) { spell->positiveness = CSpell::NEUTRAL; //duplicates constructor but, just in case logMod->error("Spell %s: no positiveness specified, assumed NEUTRAL.", spell->getNameTranslated()); } spell->special = flags["special"].Bool(); spell->onlyOnWaterMap = json["onlyOnWaterMap"].Bool(); auto findBonus = [&](const std::string & name, std::vector & vec) { auto it = bonusNameMap.find(name); if(it == bonusNameMap.end()) { logMod->error("Spell %s: invalid bonus name %s", spell->getNameTranslated(), name); } else { vec.push_back(static_cast(it->second)); } }; auto readBonusStruct = [&](const std::string & name, std::vector & vec) { for(auto bonusData: json[name].Struct()) { const std::string bonusId = bonusData.first; const bool flag = bonusData.second.Bool(); if(flag) findBonus(bonusId, vec); } }; if(json["targetCondition"].isNull()) { CSpell::BTVector immunities; CSpell::BTVector absoluteImmunities; CSpell::BTVector limiters; CSpell::BTVector absoluteLimiters; readBonusStruct("immunity", immunities); readBonusStruct("absoluteImmunity", absoluteImmunities); readBonusStruct("limit", limiters); readBonusStruct("absoluteLimit", absoluteLimiters); if(!(immunities.empty() && absoluteImmunities.empty() && limiters.empty() && absoluteLimiters.empty())) { logMod->warn("Spell %s has old target condition format. Expected configuration: ", spell->getNameTranslated()); spell->targetCondition = spell->convertTargetCondition(immunities, absoluteImmunities, limiters, absoluteLimiters); logMod->warn("\n\"targetCondition\" : %s", spell->targetCondition.toJson()); } } else { spell->targetCondition = json["targetCondition"]; //TODO: could this be safely merged instead of discarding? if(!json["immunity"].isNull()) logMod->warn("Spell %s 'immunity' field mixed with 'targetCondition' discarded", spell->getNameTranslated()); if(!json["absoluteImmunity"].isNull()) logMod->warn("Spell %s 'absoluteImmunity' field mixed with 'targetCondition' discarded", spell->getNameTranslated()); if(!json["limit"].isNull()) logMod->warn("Spell %s 'limit' field mixed with 'targetCondition' discarded", spell->getNameTranslated()); if(!json["absoluteLimit"].isNull()) logMod->warn("Spell %s 'absoluteLimit' field mixed with 'targetCondition' discarded", spell->getNameTranslated()); } const JsonNode & graphicsNode = json["graphics"]; spell->iconImmune = graphicsNode["iconImmune"].String(); spell->iconBook = graphicsNode["iconBook"].String(); spell->iconEffect = graphicsNode["iconEffect"].String(); spell->iconScenarioBonus = graphicsNode["iconScenarioBonus"].String(); spell->iconScroll = graphicsNode["iconScroll"].String(); const JsonNode & animationNode = json["animation"]; auto loadAnimationQueue = [&](const std::string & jsonName, CSpell::TAnimationQueue & q) { auto queueNode = animationNode[jsonName].Vector(); for(const JsonNode & item : queueNode) { CSpell::TAnimation newItem; if(item.getType() == JsonNode::JsonType::DATA_STRING) newItem.resourceName = AnimationPath::fromJson(item); else if(item.getType() == JsonNode::JsonType::DATA_STRUCT) { newItem.resourceName = AnimationPath::fromJson(item["defName"]); newItem.effectName = item["effectName"].String(); auto vPosStr = item["verticalPosition"].String(); if("bottom" == vPosStr) newItem.verticalPosition = VerticalPosition::BOTTOM; } else if(item.isNumber()) { newItem.pause = static_cast(item.Float()); } q.push_back(newItem); } }; loadAnimationQueue("affect", spell->animationInfo.affect); loadAnimationQueue("cast", spell->animationInfo.cast); loadAnimationQueue("hit", spell->animationInfo.hit); const JsonVector & projectile = animationNode["projectile"].Vector(); for(const JsonNode & item : projectile) { CSpell::ProjectileInfo info; info.resourceName = AnimationPath::fromJson(item["defName"]); info.minimumAngle = item["minimumAngle"].Float(); spell->animationInfo.projectile.push_back(info); } const JsonNode & soundsNode = json["sounds"]; spell->castSound = AudioPath::fromJson(soundsNode["cast"]); //load level attributes const int levelsCount = GameConstants::SPELL_SCHOOL_LEVELS; for(int levelIndex = 0; levelIndex < levelsCount; levelIndex++) { const JsonNode & levelNode = json["levels"][LEVEL_NAMES[levelIndex]]; CSpell::LevelInfo & levelObject = spell->levels[levelIndex]; const si32 levelPower = levelObject.power = static_cast(levelNode["power"].Integer()); if (!spell->isCreatureAbility()) VLC->generaltexth->registerString(scope, spell->getDescriptionTextID(levelIndex), levelNode["description"].String()); levelObject.cost = static_cast(levelNode["cost"].Integer()); levelObject.AIValue = static_cast(levelNode["aiValue"].Integer()); levelObject.smartTarget = levelNode["targetModifier"]["smart"].Bool(); levelObject.clearTarget = levelNode["targetModifier"]["clearTarget"].Bool(); levelObject.clearAffected = levelNode["targetModifier"]["clearAffected"].Bool(); levelObject.range = levelNode["range"].String(); for(const auto & elem : levelNode["effects"].Struct()) { const JsonNode & bonusNode = elem.second; auto b = JsonUtils::parseBonus(bonusNode); const bool usePowerAsValue = bonusNode["val"].isNull(); b->sid = BonusSourceID(spell->id); //for all b->source = BonusSource::SPELL_EFFECT;//for all if(usePowerAsValue) b->val = levelPower; levelObject.effects.push_back(b); } for(const auto & elem : levelNode["cumulativeEffects"].Struct()) { const JsonNode & bonusNode = elem.second; auto b = JsonUtils::parseBonus(bonusNode); const bool usePowerAsValue = bonusNode["val"].isNull(); b->sid = BonusSourceID(spell->id); //for all b->source = BonusSource::SPELL_EFFECT;//for all if(usePowerAsValue) b->val = levelPower; levelObject.cumulativeEffects.push_back(b); } if(levelNode["battleEffects"].getType() == JsonNode::JsonType::DATA_STRUCT && !levelNode["battleEffects"].Struct().empty()) { levelObject.battleEffects = levelNode["battleEffects"]; if(!levelObject.cumulativeEffects.empty() || !levelObject.effects.empty() || spell->isOffensive()) logGlobal->error("Mixing %s special effects with old format effects gives unpredictable result", spell->getNameTranslated()); } } return spell; } void CSpellHandler::afterLoadFinalization() { for(auto & spell : objects) { spell->setupMechanics(); } } void CSpellHandler::beforeValidate(JsonNode & object) { //handle "base" level info JsonNode & levels = object["levels"]; JsonNode & base = levels["base"]; auto inheritNode = [&](const std::string & name) { JsonUtils::inherit(levels[name],base); }; inheritNode("none"); inheritNode("basic"); inheritNode("advanced"); inheritNode("expert"); } std::set CSpellHandler::getDefaultAllowed() const { std::set allowedSpells; for(auto const & s : objects) if (!s->isSpecial() && !s->isCreatureAbility()) allowedSpells.insert(s->getId()); return allowedSpells; } VCMI_LIB_NAMESPACE_END