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0b70baa95e
* 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
223 lines
5.1 KiB
C++
223 lines
5.1 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) : 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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}
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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::string CSkillHandler::getTypeName() const
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{
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return "skill";
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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]->getDescription(level);
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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 JsonNode & json, const std::string & identifier, size_t index)
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{
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CSkill * skill = nullptr;
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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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logMod->error("unknown secondary skill %s", identifier);
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throw std::runtime_error("invalid skill");
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}
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skill->name = json["name"].String();
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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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bonus->sid = skill->id;
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skill->addNewBonus(bonus, level);
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}
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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::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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