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vcmi/lib/CSkillHandler.h
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* 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.
2021-02-14 19:05:43 +03:00

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3.3 KiB
C++

/*
* CSkillHandler.h, 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
*
*/
#pragma once
#include <vcmi/Skill.h>
#include <vcmi/SkillService.h>
#include "../lib/HeroBonus.h"
#include "GameConstants.h"
#include "IHandlerBase.h"
class JsonSerializeFormat;
class DLL_LINKAGE CSkill : public Skill
{
public:
struct LevelInfo
{
std::string description; //descriptions of spell for skill level
std::string iconSmall;
std::string iconMedium;
std::string iconLarge;
std::vector<std::shared_ptr<Bonus>> effects;
LevelInfo();
~LevelInfo();
template <typename Handler> void serialize(Handler & h, const int version)
{
h & description;
if(version >= 785)
{
h & iconSmall;
h & iconMedium;
h & iconLarge;
}
h & effects;
}
};
private:
std::vector<LevelInfo> levels; // bonuses provided by basic, advanced and expert level
void addNewBonus(const std::shared_ptr<Bonus> & b, int level);
public:
CSkill(SecondarySkill id = SecondarySkill::DEFAULT, std::string identifier = "default");
~CSkill();
int32_t getIndex() const override;
int32_t getIconIndex() const override;
const std::string & getName() const override;
const std::string & getJsonKey() const override;
void registerIcons(const IconRegistar & cb) const override;
SecondarySkill getId() const override;
const LevelInfo & at(int level) const;
LevelInfo & at(int level);
std::string toString() const;
SecondarySkill id;
std::string identifier;
std::string name; //as displayed in GUI
std::array<si32, 2> gainChance; // gainChance[0/1] = default gain chance on level-up for might/magic heroes
void updateFrom(const JsonNode & data);
void serializeJson(JsonSerializeFormat & handler);
template <typename Handler> void serialize(Handler & h, const int version)
{
h & id;
h & identifier;
h & name;
if(version >= 785)
{
h & gainChance;
}
h & levels;
}
friend class CSkillHandler;
friend DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CSkill & skill);
friend DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CSkill::LevelInfo & info);
};
class DLL_LINKAGE CSkillHandler: public CHandlerBase<SecondarySkill, Skill, CSkill, SkillService>
{
public:
CSkillHandler();
virtual ~CSkillHandler();
///IHandler base
std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
void afterLoadFinalization() override;
void beforeValidate(JsonNode & object) override;
std::vector<bool> getDefaultAllowed() const override;
const std::string & skillInfo(int skill, int level) const;
const std::string & skillName(int skill) const;
///json serialization helpers
static si32 decodeSkill(const std::string & identifier);
static std::string encodeSkill(const si32 index);
static std::string encodeSkillWithType(const si32 index);
template <typename Handler> void serialize(Handler & h, const int version)
{
h & objects;
}
protected:
const std::vector<std::string> & getTypeNames() const override;
CSkill * loadFromJson(const std::string & scope, const JsonNode & json, const std::string & identifier, size_t index) override;
};