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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
284 lines
6.8 KiB
C++
284 lines
6.8 KiB
C++
/*
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* CSkillHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include <cctype>
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#include "CSkillHandler.h"
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#include "CGeneralTextHandler.h"
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#include "filesystem/Filesystem.h"
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#include "JsonNode.h"
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#include "CModHandler.h"
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#include "StringConstants.h"
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///CSkill
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CSkill::LevelInfo::LevelInfo()
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{
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}
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CSkill::LevelInfo::~LevelInfo()
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{
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}
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CSkill::CSkill(SecondarySkill id, std::string identifier)
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: id(id), identifier(identifier)
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{
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gainChance[0] = gainChance[1] = 0; //affects CHeroClassHandler::afterLoadFinalization()
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levels.resize(NSecondarySkill::levels.size() - 1);
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}
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CSkill::~CSkill()
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{
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}
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int32_t CSkill::getIndex() const
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{
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return id.num;
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}
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int32_t CSkill::getIconIndex() const
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{
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return getIndex(); //TODO: actual value with skill level
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}
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const std::string & CSkill::getName() const
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{
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return name;
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}
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const std::string & CSkill::getJsonKey() const
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{
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return identifier;
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}
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void CSkill::registerIcons(const IconRegistar & cb) const
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{
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for(int level = 1; level <= 3; level++)
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{
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int frame = 2 + level + 3 * id;
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const LevelInfo & skillAtLevel = at(level);
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cb(frame, "SECSK32", skillAtLevel.iconSmall);
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cb(frame, "SECSKILL", skillAtLevel.iconMedium);
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cb(frame, "SECSK82", skillAtLevel.iconLarge);
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}
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}
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SecondarySkill CSkill::getId() const
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{
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return id;
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}
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void CSkill::addNewBonus(const std::shared_ptr<Bonus> & b, int level)
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{
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b->source = Bonus::SECONDARY_SKILL;
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b->sid = id;
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b->duration = Bonus::PERMANENT;
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b->description = name;
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levels[level-1].effects.push_back(b);
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}
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const CSkill::LevelInfo & CSkill::at(int level) const
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{
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assert(1 <= level && level < NSecondarySkill::levels.size());
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return levels[level - 1];
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}
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CSkill::LevelInfo & CSkill::at(int level)
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{
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assert(1 <= level && level < NSecondarySkill::levels.size());
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return levels[level - 1];
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}
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DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CSkill::LevelInfo & info)
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{
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out << "(\"" << info.description << "\", [";
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for(int i=0; i < info.effects.size(); i++)
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out << (i ? "," : "") << info.effects[i]->Description();
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return out << "])";
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}
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DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CSkill & skill)
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{
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out << "Skill(" << (int)skill.id << "," << skill.identifier << "): [";
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for(int i=0; i < skill.levels.size(); i++)
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out << (i ? "," : "") << skill.levels[i];
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return out << "]";
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}
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std::string CSkill::toString() const
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{
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std::ostringstream ss;
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ss << *this;
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return ss.str();
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}
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void CSkill::updateFrom(const JsonNode & data)
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{
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}
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void CSkill::serializeJson(JsonSerializeFormat & handler)
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{
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}
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///CSkillHandler
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CSkillHandler::CSkillHandler()
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{
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}
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std::vector<JsonNode> CSkillHandler::loadLegacyData(size_t dataSize)
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{
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CLegacyConfigParser parser("DATA/SSTRAITS.TXT");
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//skip header
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parser.endLine();
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parser.endLine();
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std::vector<std::string> skillNames;
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std::vector<std::vector<std::string>> skillInfoTexts;
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do
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{
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skillNames.push_back(parser.readString());
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skillInfoTexts.push_back(std::vector<std::string>());
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for(int i = 0; i < 3; i++)
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skillInfoTexts.back().push_back(parser.readString());
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}
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while (parser.endLine());
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assert(skillNames.size() == GameConstants::SKILL_QUANTITY);
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//store & construct JSON
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std::vector<JsonNode> legacyData;
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for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
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{
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JsonNode skillNode(JsonNode::JsonType::DATA_STRUCT);
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skillNode["name"].String() = skillNames[id];
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for(int level = 1; level < NSecondarySkill::levels.size(); level++)
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{
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std::string & desc = skillInfoTexts[id][level-1];
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auto & levelNode = skillNode[NSecondarySkill::levels[level]].Struct();
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levelNode["description"].String() = desc;
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levelNode["effects"].Struct(); // create empty effects objects
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}
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legacyData.push_back(skillNode);
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}
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objects.resize(legacyData.size());
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return legacyData;
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}
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const std::vector<std::string> & CSkillHandler::getTypeNames() const
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{
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static const std::vector<std::string> typeNames = { "skill", "secondarySkill" };
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return typeNames;
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}
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const std::string & CSkillHandler::skillInfo(int skill, int level) const
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{
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return objects[skill]->at(level).description;
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}
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const std::string & CSkillHandler::skillName(int skill) const
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{
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return objects[skill]->name;
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}
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CSkill * CSkillHandler::loadFromJson(const std::string & scope, const JsonNode & json, const std::string & identifier, size_t index)
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{
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CSkill * skill = new CSkill(SecondarySkill((si32)index), identifier);
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skill->name = json["name"].String();
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switch(json["gainChance"].getType())
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{
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case JsonNode::JsonType::DATA_INTEGER:
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skill->gainChance[0] = static_cast<si32>(json["gainChance"].Integer());
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skill->gainChance[1] = static_cast<si32>(json["gainChance"].Integer());
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break;
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case JsonNode::JsonType::DATA_STRUCT:
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skill->gainChance[0] = static_cast<si32>(json["gainChance"]["might"].Integer());
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skill->gainChance[1] = static_cast<si32>(json["gainChance"]["magic"].Integer());
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break;
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default:
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break;
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}
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for(int level = 1; level < NSecondarySkill::levels.size(); level++)
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{
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const std::string & levelName = NSecondarySkill::levels[level]; // basic, advanced, expert
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const JsonNode & levelNode = json[levelName];
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// parse bonus effects
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for(auto b : levelNode["effects"].Struct())
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{
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auto bonus = JsonUtils::parseBonus(b.second);
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skill->addNewBonus(bonus, level);
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}
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CSkill::LevelInfo & skillAtLevel = skill->at(level);
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skillAtLevel.description = levelNode["description"].String();
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skillAtLevel.iconSmall = levelNode["images"]["small"].String();
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skillAtLevel.iconMedium = levelNode["images"]["medium"].String();
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skillAtLevel.iconLarge = levelNode["images"]["large"].String();
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}
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logMod->debug("loaded secondary skill %s(%d)", identifier, (int)skill->id);
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logMod->trace("%s", skill->toString());
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return skill;
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}
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void CSkillHandler::afterLoadFinalization()
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{
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}
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void CSkillHandler::beforeValidate(JsonNode & object)
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{
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//handle "base" level info
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JsonNode & base = object["base"];
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auto inheritNode = [&](const std::string & name){
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JsonUtils::inherit(object[name], base);
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};
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inheritNode("basic");
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inheritNode("advanced");
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inheritNode("expert");
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}
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CSkillHandler::~CSkillHandler()
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{
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}
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std::vector<bool> CSkillHandler::getDefaultAllowed() const
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{
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std::vector<bool> allowedSkills(objects.size(), true);
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return allowedSkills;
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}
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si32 CSkillHandler::decodeSkill(const std::string & identifier)
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{
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auto rawId = VLC->modh->identifiers.getIdentifier("core", "skill", identifier);
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if(rawId)
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return rawId.get();
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else
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return -1;
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}
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std::string CSkillHandler::encodeSkill(const si32 index)
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{
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return (*VLC->skillh)[SecondarySkill(index)]->identifier;
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}
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std::string CSkillHandler::encodeSkillWithType(const si32 index)
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{
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return CModHandler::makeFullIdentifier("", "skill", encodeSkill(index));
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}
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