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Use generic format for commander bonuses instead of old list-based one

Ivan Savenko 3 月之前
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a2648b5ee9
共有 2 个文件被更改,包括 94 次插入28 次删除
  1. 69 18
      config/commanders.json
  2. 25 10
      lib/CCreatureHandler.cpp

+ 69 - 18
config/commanders.json

@@ -3,9 +3,9 @@
 	//Commander receives these bonuses on level-up
 	"bonusPerLevel":
 	[
-		["CREATURE_DAMAGE", 2, "creatureDamageMin", 0 ], //+2 minimum damage
-		["CREATURE_DAMAGE", 4, "creatureDamageMax", 0 ], //+4 maximum damage
-		["STACK_HEALTH", 20, null, 0 ] //+20 hp
+		{ "type" : "CREATURE_DAMAGE", "val" : 2, "subtype" : "creatureDamageMin" }, //+2 minimum damage
+		{ "type" : "CREATURE_DAMAGE", "val" : 4, "subtype" : "creatureDamageMax" }, //+4 maximum damage
+		{ "type" : "STACK_HEALTH", "val" : 20 } //+20 hp
 	],
 	//Value of bonuses given by each skill level
 	"skillLevels":
@@ -22,20 +22,71 @@
 	"abilityRequirements":
 	//Two secondary skills needed for each special ability
 	[
-		{"ability": ["ENEMY_DEFENCE_REDUCTION", 50, null, 0 ], "skills": [0, 1]},
-		{"ability": ["FEAR", 0, null, 0 ], "skills": [0, 2]},
-		{"ability": ["ALWAYS_MAXIMUM_DAMAGE", 0, null, 0 ], "skills": [0, 3]},
-		{"ability": [["SHOOTER", 0, null, 0 ], ["NO_MELEE_PENALTY", 0, null, 0 ]], "skills": [0, 4]},
-		{"ability": ["BLOCKS_RETALIATION", 0, null, 0 ], "skills": [0,5]},
-		{"ability": ["UNLIMITED_RETALIATIONS", 0, null, 0 ], "skills": [1, 2]},
-		{"ability": ["ATTACKS_ALL_ADJACENT", 0, null, 0 ], "skills": [1, 3]},
-		{"ability": ["NONE", 30, null, 0 ], "skills": [1, 4]}, // TODO: Implement bonus that gives chance to completely block one enemy attack per turn
-		{"ability": ["FIRE_SHIELD", 1, null, 0 ], "skills": [1, 5]},
-		{"ability": ["ADDITIONAL_ATTACK", 1, null, 0 ], "skills": [2, 3]},
-		{"ability": ["HP_REGENERATION", 50, null, 0 ], "skills": [2, 4]},
-		{"ability": ["SPELL_AFTER_ATTACK", 30, "spell.paralyze", 0 ], "skills": [2, 5]},
-		{"ability": ["JOUSTING", 5, null, 0 ], "skills": [3, 4]},
-		{"ability": ["DEATH_STARE", 1, "deathStareCommander", 0 ], "skills": [3,5]},
-		{"ability": ["FLYING", 0, "movementFlying", 0 ], "skills": [4,5]}
+		{
+			"ability": [{ "type" : "ENEMY_DEFENCE_REDUCTION", "val": 50 }],
+			"skills": [0, 1]
+		},
+		{
+			"ability": [{ "type" : "FEAR", "val": 0 }],
+			"skills": [0, 2]
+		},
+		{
+			"ability": [{ "type" : "ALWAYS_MAXIMUM_DAMAGE", "val": 0 }],
+			"skills": [0, 3]
+		},
+		{
+			"ability": [
+				{ "type" : "SHOOTER", "val": 0 },
+				{ "type" : "NO_MELEE_PENALTY", "val": 0 }
+			],
+			"skills": [0, 4]
+		},
+		{
+			"ability": [{ "type" : "BLOCKS_RETALIATION", "val": 0 }],
+			"skills": [0,5]
+		},
+		{
+			"ability": [{ "type" : "UNLIMITED_RETALIATIONS", "val": 0 }],
+			"skills": [1, 2]
+		},
+		{
+			"ability": [{ "type" : "ATTACKS_ALL_ADJACENT", "val": 0 }],
+			"skills": [1, 3]
+		},
+		{
+			// TODO: Implement bonus that gives chance to completely block one enemy attack per turn
+			"ability": [{ "type" : "NONE", "val": 30 }],
+			"skills": [1, 4]
+		}, 
+		{
+			"ability": [{ "type" : "FIRE_SHIELD", "val": 1 }],
+			"skills": [1, 5]
+		},
+		{
+			"ability": [{ "type" : "ADDITIONAL_ATTACK", "val": 1 }],
+			"skills": [2, 3]
+		},
+		{
+			"ability": [{ "type" : "HP_REGENERATION", "val": 50 }],
+			"skills": [2, 4]
+		},
+		{
+			"ability": [{ "type" : "SPELL_AFTER_ATTACK", "val": 30, "subtype" : "spell.paralyze" }],
+			"skills": [2, 5]
+		},
+		{
+			"ability": [{ "type" : "JOUSTING", "val": 5 }],
+			"skills": [3, 4]
+		},
+		{
+			"ability": [{ "type" : "DEATH_STARE", "val": 1, "subtype" : "deathStareCommander" }],
+			"skills": [3,5]
+		},
+		{
+			"ability": [{ "type" : "FLYING", "val": 0, "subtype" : "movementFlying" }],
+			"skills": [4,5]
+		}
 	]
+	
+	
 }

+ 25 - 10
lib/CCreatureHandler.cpp

@@ -470,6 +470,16 @@ CCreatureHandler::CCreatureHandler()
 
 void CCreatureHandler::loadCommanders()
 {
+	const auto & parseBonusWithCompatibility = [](const JsonNode & node)
+	{
+		// MOD COMPATIBILITY: 1.6 mods use old, vector format.
+		// NOTE: please also remove parseBonus itself - commanders is the last place that uses it
+		if (node.isVector())
+			return JsonUtils::parseBonus(node.Vector());
+		else
+			return JsonUtils::parseBonus(node);
+	};
+
 	auto configResource = JsonPath::builtin("config/commanders.json");
 
 	std::string modSource = LIBRARY->modh->findResourceOrigin(configResource);
@@ -480,7 +490,7 @@ void CCreatureHandler::loadCommanders()
 
 	for (auto bonus : config["bonusPerLevel"].Vector())
 	{
-		commanderLevelPremy.push_back(JsonUtils::parseBonus(bonus.Vector()));
+		commanderLevelPremy.push_back(parseBonusWithCompatibility(bonus));
 	}
 
 	int level = 0;
@@ -497,15 +507,20 @@ void CCreatureHandler::loadCommanders()
 	for (auto ability : config["abilityRequirements"].Vector())
 	{
 		std::pair <std::vector<std::shared_ptr<Bonus> >, std::pair <ui8, ui8> > a;
-		JsonVector & abilities = ability["ability"].Vector();
-		a.first = std::vector<std::shared_ptr<Bonus> >();
-		if (abilities[0].isVector()) 
-			for (int i = 0; i < abilities.size(); i++) 
-				a.first.push_back(JsonUtils::parseBonus(abilities[i].Vector()));
-		else 
-			a.first.push_back(JsonUtils::parseBonus(ability["ability"].Vector()));
-		a.second.first =  static_cast<ui8>(ability["skills"].Vector()[0].Float());
-		a.second.second = static_cast<ui8>(ability["skills"].Vector()[1].Float());
+		JsonNode & abilities = ability["ability"];
+
+		if (abilities[0].isString()) // old format with single bonus
+		{
+			a.first.push_back(parseBonusWithCompatibility(abilities));
+		}
+		else
+		{
+			for (const auto & ability : abilities.Vector())
+				a.first.push_back(parseBonusWithCompatibility(ability));
+		}
+
+		a.second.first =  static_cast<ui8>(ability["skills"][0].Float());
+		a.second.second = static_cast<ui8>(ability["skills"][1].Float());
 		skillRequirements.push_back (a);
 	}
 }