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@@ -51,7 +51,7 @@ 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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+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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@@ -75,7 +75,7 @@ const std::string & CSkill::getDescription(int level) const
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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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+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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@@ -83,7 +83,7 @@ DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const CSkill::LevelInfo
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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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+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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@@ -141,7 +141,7 @@ const std::string CSkillHandler::getTypeName() const
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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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+ CSkill * skill = nullptr;
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for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
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{
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@@ -203,7 +203,7 @@ void CSkillHandler::loadObject(std::string scope, std::string name, const JsonNo
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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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+ registerObject(scope, type_name, name, object->id);
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}
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@@ -251,22 +251,30 @@ std::vector<std::shared_ptr<Bonus>> CSkillHandler::defaultBonus(SecondarySkill s
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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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+ addBonus(25 * level);
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+ break;
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case SecondarySkill::ARCHERY:
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- addBonus(5 + 5 * level * level); break;
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+ addBonus(5 + 5 * level * level);
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+ break;
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case SecondarySkill::LOGISTICS:
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- addBonus(10 * level); break;
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+ addBonus(10 * level);
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+ break;
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case SecondarySkill::SCOUTING:
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- addBonus(level, Bonus::SIGHT_RADIOUS); break;
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+ addBonus(level, Bonus::SIGHT_RADIOUS);
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+ break;
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case SecondarySkill::DIPLOMACY:
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addBonus(level);
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- addBonus(20 * level, Bonus::SURRENDER_DISCOUNT); break;
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+ addBonus(20 * level, Bonus::SURRENDER_DISCOUNT);
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+ break;
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case SecondarySkill::NAVIGATION:
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- addBonus(50 * level); break;
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+ addBonus(50 * level);
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+ break;
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case SecondarySkill::LEADERSHIP:
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- addBonus(level, Bonus::MORALE); break;
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+ addBonus(level, Bonus::MORALE);
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+ break;
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case SecondarySkill::LUCK:
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- addBonus(level, Bonus::LUCK); break;
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+ addBonus(level, Bonus::LUCK);
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+ 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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@@ -276,18 +284,23 @@ std::vector<std::shared_ptr<Bonus>> CSkillHandler::defaultBonus(SecondarySkill s
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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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+ addBonus(10 * level);
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+ break;
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case SecondarySkill::ESTATES:
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- addBonus(125 << (level-1)); break;
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+ addBonus(125 << (level-1));
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+ 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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+ addBonus(level);
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+ break;
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case SecondarySkill::SCHOLAR:
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- addBonus(1 + level); break;
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+ addBonus(1 + level);
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+ break;
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case SecondarySkill::TACTICS:
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- addBonus(1 + 2 * level); break;
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+ addBonus(1 + 2 * level);
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+ 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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@@ -295,22 +308,30 @@ std::vector<std::shared_ptr<Bonus>> CSkillHandler::defaultBonus(SecondarySkill s
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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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+ addBonus(5 * level);
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+ break;
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case SecondarySkill::OFFENCE:
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- addBonus(10 * level); break;
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+ addBonus(10 * level);
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+ break;
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case SecondarySkill::ARMORER:
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- addBonus(5 * level); break;
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+ addBonus(5 * level);
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+ break;
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case SecondarySkill::INTELLIGENCE:
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- addBonus(25 << (level-1)); break;
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+ addBonus(25 << (level-1));
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+ break;
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case SecondarySkill::SORCERY:
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- addBonus(5 * level); break;
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+ addBonus(5 * level);
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+ break;
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case SecondarySkill::RESISTANCE:
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- addBonus(5 << (level-1)); break;
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+ addBonus(5 << (level-1));
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+ 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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+ addBonus(25 + 25 * level);
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+ break;
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default:
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- addBonus(level); break;
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+ addBonus(level);
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+ break;
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}
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return result;
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