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vcmi/lib/CSkillHandler.h
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00

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/*
* 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 "../lib/HeroBonus.h"
#include "GameConstants.h"
#include "IHandlerBase.h"
class DLL_LINKAGE CSkill // secondary skill
{
protected:
struct LevelInfo
{
std::string description; //descriptions of spell for skill level
std::vector<std::shared_ptr<Bonus>> effects;
LevelInfo();
~LevelInfo();
template <typename Handler> void serialize(Handler & h, const int version)
{
h & description;
h & effects;
}
};
std::vector<LevelInfo> levels; // bonuses provided by basic, advanced and expert level
public:
CSkill(SecondarySkill id = SecondarySkill::DEFAULT);
~CSkill();
void addNewBonus(const std::shared_ptr<Bonus> & b, int level);
void setDescription(const std::string & desc, int level);
const std::vector<std::shared_ptr<Bonus>> & getBonus(int level) const;
const std::string & getDescription(int level) const;
std::string toString() const;
SecondarySkill id;
std::string identifier;
std::string name; //as displayed in GUI
template <typename Handler> void serialize(Handler & h, const int version)
{
h & id;
h & identifier;
h & name;
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, CSkill>
{
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 getTypeName() const override;
const std::string & skillInfo(int skill, int level) const;
const std::string & skillName(int skill) const;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & objects;
}
protected:
CSkill * loadFromJson(const JsonNode & json, const std::string & identifier, size_t index) override;
};