mirror of
https://github.com/vcmi/vcmi.git
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292 lines
7.9 KiB
C++
292 lines
7.9 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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#include "CStack.h"
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#include "battle/BattleInfo.h"
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#include "battle/CBattleInfoCallback.h"
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///CSkill
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CSkill::LevelInfo::LevelInfo() : description("")
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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) : id(id)
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{
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if(id == SecondarySkill::DEFAULT)
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identifier = "default";
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else
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identifier = NSecondarySkill::names[id];
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// init levels
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LevelInfo emptyLevel;
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for(int level = 1; level < NSecondarySkill::levels.size(); level++)
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levels.push_back(emptyLevel);
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}
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CSkill::~CSkill()
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{
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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 = identifier;
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levels[level-1].effects.push_back(b);
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}
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void CSkill::setDescription(const std::string & desc, int level)
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{
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levels[level-1].description = desc;
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}
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const std::vector<std::shared_ptr<Bonus>> & CSkill::getBonus(int level) const
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{
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return levels[level-1].effects;
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}
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const std::string & CSkill::getDescription(int level) const
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{
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return levels[level-1].description;
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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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///CSkillHandler
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CSkillHandler::CSkillHandler()
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{
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for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
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{
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CSkill * skill = new CSkill(SecondarySkill(id));
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for(int level = 1; level < NSecondarySkill::levels.size(); level++)
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for (auto bonus : defaultBonus(SecondarySkill(id), level))
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skill->addNewBonus(bonus, level);
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objects.push_back(skill);
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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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// not supported - no legacy data to load
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std::vector<JsonNode> legacyData;
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return legacyData;
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}
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const std::string CSkillHandler::getTypeName() const
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{
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return "skill";
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}
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CSkill * CSkillHandler::loadFromJson(const JsonNode & json, const std::string & identifier)
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{
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CSkill * skill = NULL;
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for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
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{
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if(NSecondarySkill::names[id].compare(identifier) == 0)
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{
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skill = new CSkill(SecondarySkill(id));
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break;
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}
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}
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if(!skill)
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{
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logGlobal->error("unknown secondary skill %s", identifier);
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throw std::runtime_error("invalid skill");
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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"].Vector())
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{
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auto bonus = JsonUtils::parseBonus(b);
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bonus->sid = skill->id;
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skill->addNewBonus(bonus, level);
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}
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// parse skill description - tracked separately
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if(vstd::contains(levelNode.Struct(), "description") && !levelNode["description"].isNull())
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//CGI->generaltexth->skillInfoTexts[skill->id][level-1] = levelNode["description"].String();
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skill->setDescription(levelNode["description"].String(), level);
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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::loadObject(std::string scope, std::string name, const JsonNode & data)
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{
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auto type_name = getTypeName();
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auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name));
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if(object->id == SecondarySkill::DEFAULT) // new skill - no index identified
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{
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object->id = SecondarySkill(objects.size());
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objects.push_back(object);
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}
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else
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objects[object->id] = object;
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registerObject(scope, type_name, name, object->id);
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}
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void CSkillHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
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{
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auto type_name = getTypeName();
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auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name));
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assert(object->id == index);
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objects[index] = object;
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registerObject(scope,type_name, name, object->id);
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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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}
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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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// HMM3 default bonus provided by secondary skill
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std::vector<std::shared_ptr<Bonus>> CSkillHandler::defaultBonus(SecondarySkill skill, int level) const
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{
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std::vector<std::shared_ptr<Bonus>> result;
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// add bonus based on current values - useful for adding multiple bonuses easily
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auto addBonus = [=,&result](int bonusVal, Bonus::BonusType bonusType = Bonus::SECONDARY_SKILL_PREMY, int subtype = 0)
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{
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if(bonusType == Bonus::SECONDARY_SKILL_PREMY || bonusType == Bonus::SECONDARY_SKILL_VAL2)
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subtype = skill;
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result.push_back(std::make_shared<Bonus>(Bonus::PERMANENT, bonusType, Bonus::SECONDARY_SKILL, bonusVal, skill, subtype, Bonus::BASE_NUMBER));
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};
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switch(skill)
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{
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case SecondarySkill::PATHFINDING:
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addBonus(25 * level); break;
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case SecondarySkill::ARCHERY:
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addBonus(5 + 5 * level * level); break;
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case SecondarySkill::LOGISTICS:
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addBonus(10 * level); break;
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case SecondarySkill::SCOUTING:
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addBonus(level, Bonus::SIGHT_RADIOUS); break;
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case SecondarySkill::DIPLOMACY:
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addBonus(20 * level, Bonus::SURRENDER_DISCOUNT); break;
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case SecondarySkill::NAVIGATION:
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addBonus(50 * level); break;
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case SecondarySkill::LEADERSHIP:
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addBonus(level, Bonus::MORALE); break;
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case SecondarySkill::LUCK:
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addBonus(level, Bonus::LUCK); break;
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case SecondarySkill::BALLISTICS:
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addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::CATAPULT);
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addBonus(level);
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break;
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case SecondarySkill::EAGLE_EYE:
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addBonus(30 + 10 * level);
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addBonus(1 + level, Bonus::SECONDARY_SKILL_VAL2);
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break;
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case SecondarySkill::NECROMANCY:
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addBonus(10 * level); break;
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case SecondarySkill::ESTATES:
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addBonus(125 << (level-1)); break;
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case SecondarySkill::FIRE_MAGIC:
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case SecondarySkill::AIR_MAGIC:
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case SecondarySkill::WATER_MAGIC:
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case SecondarySkill::EARTH_MAGIC:
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addBonus(level); break;
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case SecondarySkill::SCHOLAR:
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addBonus(1 + level); break;
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case SecondarySkill::TACTICS:
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addBonus(1 + 2 * level); break;
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case SecondarySkill::ARTILLERY:
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addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::BALLISTA);
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addBonus(25 + 25 * level);
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if(level > 1) // extra attack
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addBonus(1, Bonus::SECONDARY_SKILL_VAL2);
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break;
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case SecondarySkill::LEARNING:
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addBonus(5 * level); break;
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case SecondarySkill::OFFENCE:
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addBonus(10 * level); break;
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case SecondarySkill::ARMORER:
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addBonus(5 * level); break;
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case SecondarySkill::INTELLIGENCE:
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addBonus(25 << (level-1)); break;
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case SecondarySkill::SORCERY:
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addBonus(5 * level); break;
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case SecondarySkill::RESISTANCE:
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addBonus(5 << (level-1)); break;
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case SecondarySkill::FIRST_AID:
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addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT);
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addBonus(25 + 25 * level); break;
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default:
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addBonus(level); break;
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}
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return result;
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}
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