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The following entities can now be banned in a random map template definition: - Hero - Artifact - Spell - Secondary skill The ban follows the same rules as banning via the map settings in the map editor. It is also now possible to bypass dependencies and access identifiers from mods that are not dependencies when defining: - Banned entities in random map templates - the chance of a hero class appearing in a tavern of a specific faction - the chance of a spell appearing in a mage guild of a specific faction - the chance of a hero class receiving a secondary skill For this to work, the identifier must be specified in full, e.g. `modName:objectName`. If the specified mod is not active, the game will silently ignore this entry. This behaviour is not affected by mod load order. It is possible to use this format to access a mod that has not yet been loaded.
333 lines
8.9 KiB
C++
333 lines
8.9 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 "CSkillHandler.h"
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#include <cctype>
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#include "GameLibrary.h"
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#include "bonuses/Updaters.h"
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#include "constants/StringConstants.h"
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#include "entities/hero/CHeroClassHandler.h"
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#include "filesystem/Filesystem.h"
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#include "modding/IdentifierStorage.h"
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#include "texts/CGeneralTextHandler.h"
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#include "texts/CLegacyConfigParser.h"
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#include "json/JsonBonus.h"
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#include "json/JsonUtils.h"
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VCMI_LIB_NAMESPACE_BEGIN
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CSkill::CSkill(const SecondarySkill & id, std::string identifier, bool obligatoryMajor, bool obligatoryMinor):
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id(id),
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identifier(std::move(identifier)),
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obligatoryMajor(obligatoryMajor),
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obligatoryMinor(obligatoryMinor),
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special(false),
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onlyOnWaterMap(false)
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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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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() * 3 + 3; // Base master level
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}
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int32_t CSkill::getIconIndex(uint8_t skillMasterLevel) const
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{
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return getIconIndex() + skillMasterLevel;
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}
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std::string CSkill::getNameTextID() const
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{
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TextIdentifier id("skill", modScope, identifier, "name");
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return id.get();
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}
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std::string CSkill::getNameTranslated() const
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{
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return LIBRARY->generaltexth->translate(getNameTextID());
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}
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std::string CSkill::getJsonKey() const
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{
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return modScope + ':' + identifier;
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}
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std::string CSkill::getModScope() const
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{
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return modScope;
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}
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std::string CSkill::getDescriptionTextID(int level) const
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{
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TextIdentifier id("skill", modScope, identifier, "description", NSecondarySkill::levels[level]);
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return id.get();
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}
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std::string CSkill::getDescriptionTranslated(int level) const
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{
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return LIBRARY->generaltexth->translate(getDescriptionTextID(level));
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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.getNum();
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const LevelInfo & skillAtLevel = at(level);
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cb(frame, 0, "SECSK32", skillAtLevel.iconSmall);
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cb(frame, 0, "SECSKILL", skillAtLevel.iconMedium);
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cb(frame, 0, "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 = BonusSource::SECONDARY_SKILL;
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b->sid = BonusSourceID(id);
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b->duration = BonusDuration::PERMANENT;
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if (b->description.empty() && (b->type == BonusType::LUCK || b->type == BonusType::MORALE))
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{
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b->description.appendTextID(getNameTextID());
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b->description.appendRawString(" %+d");
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}
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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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for(int i=0; i < info.effects.size(); i++)
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out << (i ? "," : "") << info.effects[i]->Description(nullptr);
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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(" << skill.id.getNum() << "," << 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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std::vector<JsonNode> CSkillHandler::loadLegacyData()
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{
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CLegacyConfigParser parser(TextPath::builtin("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.emplace_back();
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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;
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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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std::shared_ptr<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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assert(identifier.find(':') == std::string::npos);
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assert(!scope.empty());
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bool major;
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bool minor;
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major = json["obligatoryMajor"].Bool();
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minor = json["obligatoryMinor"].Bool();
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auto skill = std::make_shared<CSkill>(SecondarySkill(index), identifier, major, minor);
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skill->modScope = scope;
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skill->onlyOnWaterMap = json["onlyOnWaterMap"].Bool();
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skill->special = json["special"].Bool();
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LIBRARY->generaltexth->registerString(scope, skill->getNameTextID(), json["name"]);
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for(auto skillPair : json["gainChance"].Struct())
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{
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int probability = static_cast<int>(skillPair.second.Integer());
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if (skillPair.first == "might")
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{
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skill->gainChance[0] = probability;
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continue;
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}
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if (skillPair.first == "magic")
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{
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skill->gainChance[1] = probability;
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continue;
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}
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LIBRARY->identifiers()->requestIdentifierIfFound(skillPair.second.getModScope(), "heroClass", skillPair.first, [skill, probability](si32 classID)
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{
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LIBRARY->heroclassesh->objects[classID]->secSkillProbability[skill->id] = probability;
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});
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}
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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(const 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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LIBRARY->generaltexth->registerString(scope, skill->getDescriptionTextID(level), levelNode["description"]);
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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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if (!levelNode["images"]["scenarioBonus"].isNull())
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skillAtLevel.scenarioBonus = levelNode["images"]["scenarioBonus"].String();
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else
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skillAtLevel.scenarioBonus = skillAtLevel.iconMedium; // MOD COMPATIBILITY fallback for pre-1.7 mods
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}
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for(const auto & b : json["specialty"].Vector())
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{
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const auto & bonusNode = json["basic"]["effects"][b.String()];
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if (bonusNode.isStruct())
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{
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auto bonus = JsonUtils::parseBonus(bonusNode);
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bonus->val = 0; // set by HeroHandler on specialty load
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bonus->updater = std::make_shared<TimesHeroLevelUpdater>();
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bonus->valType = BonusValueType::PERCENT_TO_TARGET_TYPE;
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bonus->targetSourceType = BonusSource::SECONDARY_SKILL;
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skill->specialtyTargetBonuses.push_back(bonus);
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}
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else
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logMod->warn("Failed to load speciality bonus '%s' for skill '%s'", b.String(), identifier);
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}
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logMod->debug("loaded secondary skill %s(%d)", identifier, skill->id.getNum());
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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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std::set<SecondarySkill> CSkillHandler::getDefaultAllowed() const
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{
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std::set<SecondarySkill> result;
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for (auto const & skill : objects)
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if (!skill->special)
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result.insert(skill->getId());
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return result;
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}
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VCMI_LIB_NAMESPACE_END
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