فهرست منبع

vcmi: convert necromancy

Now it is 3 bonuses to cover necromancy.
1. IMPROVED_NECROMANCY = possible creatures raized (affected by cloak)
2. UNDEAD_RAISE_CHANCE = raise chance (affected by artifacts)
3. UNDEAD_RAISE_POWER = helper to select creature from first
Konstantin 2 سال پیش
والد
کامیت
a86e12cd42
6فایلهای تغییر یافته به همراه42 افزوده شده و 27 حذف شده
  1. 8 6
      config/artifacts.json
  2. 2 2
      config/factions/necropolis.json
  3. 6 6
      config/heroes/necropolis.json
  4. 12 5
      config/skills.json
  5. 2 1
      lib/HeroBonus.h
  6. 12 7
      lib/mapObjects/CGHeroInstance.cpp

+ 8 - 6
config/artifacts.json

@@ -834,8 +834,7 @@
 	{
 		"bonuses" : [
 			{
-				"subtype" : 12,
-				"type" : "SECONDARY_SKILL_PREMY",
+				"type" : "UNDEAD_RAISE_PERCENTAGE",
 				"val" : 5,
 				"valueType" : "ADDITIVE_VALUE"
 			}
@@ -847,8 +846,7 @@
 	{
 		"bonuses" : [
 			{
-				"subtype" : 12,
-				"type" : "SECONDARY_SKILL_PREMY",
+				"type" : "UNDEAD_RAISE_PERCENTAGE",
 				"val" : 10,
 				"valueType" : "ADDITIVE_VALUE"
 			}
@@ -860,8 +858,7 @@
 	{
 		"bonuses" : [
 			{
-				"subtype" : 12,
-				"type" : "SECONDARY_SKILL_PREMY",
+				"type" : "UNDEAD_RAISE_PERCENTAGE",
 				"val" : 15,
 				"valueType" : "ADDITIVE_VALUE"
 			}
@@ -1931,6 +1928,11 @@
 	"cloakOfTheUndeadKing":
 	{
 		"bonuses" : [
+			{
+				"type" : "IMPROVED_NECROMANCY",
+				"subtype" : "creature.skeleton",
+				"addInfo" : 0
+			},
 			{
 				"type" : "IMPROVED_NECROMANCY",
 				"subtype" : "creature.walkingDead",

+ 2 - 2
config/factions/necropolis.json

@@ -181,10 +181,10 @@
 				"horde1Upgr":     { "id" : 19, "upgrades" : "dwellingUpLvl1", "requires" : [ "horde1" ], "mode" : "auto" },
 				"ship":           { "id" : 20, "upgrades" : "shipyard" },
 				"special2":       { "requires" : [ "mageGuild1" ],
-					"bonuses": [ { "type": "SECONDARY_SKILL_PREMY", "subtype": "skill.necromancy", "val": 10, "propagator": "PLAYER_PROPAGATOR" } ] },
+					"bonuses": [ { "type": "UNDEAD_RAISE_PERCENTAGE", "val": 10, "propagator": "PLAYER_PROPAGATOR" } ] },
 				"special3":       { "type" : "creatureTransformer", "requires" : [ "dwellingLvl1" ] },
 				"grail":          { "id" : 26, "mode" : "grail", "produce": { "gold": 5000 },
-					"bonuses": [ { "type": "SECONDARY_SKILL_PREMY", "subtype": "skill.necromancy", "val": 20, "propagator": "PLAYER_PROPAGATOR" } ] },
+					"bonuses": [ { "type": "UNDEAD_RAISE_PERCENTAGE", "val": 20, "propagator": "PLAYER_PROPAGATOR" } ] },
 
 				"extraTownHall":  { "id" : 27, "requires" : [ "townHall" ], "mode" : "auto" },
 				"extraCityHall":  { "id" : 28, "requires" : [ "cityHall" ], "mode" : "auto" },

+ 6 - 6
config/heroes/necropolis.json

@@ -87,11 +87,11 @@
 		"specialty" : {
 			"bonuses" : {
 				"necromancy" : {
-					"subtype" : "skill.necromancy",
-					"type" : "SECONDARY_SKILL_PREMY",
+					"type" : "UNDEAD_RAISE_PERCENTAGE",
 					"updater" : "TIMES_HERO_LEVEL",
 					"val" : 5,
-					"valueType" : "PERCENT_TO_BASE"
+					"valueType" : "PERCENT_TO_TARGET_TYPE",
+					"targetSourceType" : "SECONDARY_SKILL"
 				}
 			}
 		}
@@ -279,11 +279,11 @@
 		"specialty" : {
 			"bonuses" : {
 				"necromancy" : {
-					"subtype" : "skill.necromancy",
-					"type" : "SECONDARY_SKILL_PREMY",
+					"type" : "UNDEAD_RAISE_PERCENTAGE",
 					"updater" : "TIMES_HERO_LEVEL",
 					"val" : 5,
-					"valueType" : "PERCENT_TO_BASE"
+					"valueType" : "PERCENT_TO_TARGET_TYPE",
+					"targetSourceType" : "SECONDARY_SKILL"
 				}
 			}
 		}

+ 12 - 5
config/skills.json

@@ -345,25 +345,32 @@
 		"base" : {
 			"effects" : {
 				"main" : {
-					"subtype" : "skill.necromancy",
-					"type" : "SECONDARY_SKILL_PREMY",
+					"type" : "UNDEAD_RAISE_PERCENTAGE",
 					"valueType" : "BASE_NUMBER"
+				},
+				"power" : {
+					"type" : "IMPROVED_NECROMANCY",
+					"subtype" : "creature.skeleton",
+					"addInfo" : 0
 				}
 			}
 		},
 		"basic" : {
 			"effects" : {
-				"main" : { "val" : 10 }
+				"main" : { "val" : 10 },
+				"power" : { "val" : 1 }
 			}
 		},
 		"advanced" : {
 			"effects" : {
-				"main" : { "val" : 20 }
+				"main" : { "val" : 20 },
+				"power" : { "val" : 2 }
 			}
 		},
 		"expert" : {
 			"effects" : {
-				"main" : { "val" : 30 }
+				"main" : { "val" : 30 },
+				"power" : { "val" : 3 }
 			}
 		}
 	},

+ 2 - 1
lib/HeroBonus.h

@@ -208,7 +208,7 @@ public:
 	BONUS_NAME(MAGIC_SCHOOL_SKILL) /* //eg. for magic plains terrain, subtype: school of magic (0 - all, 1 - fire, 2 - air, 4 - water, 8 - earth), value - level*/ \
 	BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
 	BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
-	BONUS_NAME(IMPROVED_NECROMANCY) /* raise more powerful creatures: subtype - creature type raised, addInfo - [required necromancy level, required stack level] */ \
+	BONUS_NAME(IMPROVED_NECROMANCY) /* raise more powerful creatures: subtype - creature type raised, addInfo - [required necromancy level, required stack level], val - necromancy level for this purpose */ \
 	BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
 	BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/  \
 	BONUS_NAME(NO_TYPE)									\
@@ -341,6 +341,7 @@ public:
 	BONUS_NAME(BEFORE_BATTLE_REPOSITION) /*skill-agnostic tactics, bonus for allowing tactics*/\
 	BONUS_NAME(BEFORE_BATTLE_REPOSITION_BLOCK) /*skill-agnostic tactics, bonus for blocking opposite tactics. For now donble side tactics is TODO.*/\
 	BONUS_NAME(HERO_EXPERIENCE_GAIN_PERCENT) /*skill-agnostic learning, and we can use it as a global effect also*/\
+	BONUS_NAME(UNDEAD_RAISE_PERCENTAGE) /*Percentage of killed enemy creatures to be raised after battle as undead*/\
 	/* end of list */
 
 

+ 12 - 7
lib/mapObjects/CGHeroInstance.cpp

@@ -782,23 +782,27 @@ bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  */
 CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
 {
-	const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
+	bool hasImprovedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
+
 	// need skill or cloak of undead king - lesser artifacts don't work without skill
-	if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
+	if (hasImprovedNecromancy)
 	{
-		double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY) / 100.0;
+		double necromancySkill = valOfBonuses(Bonus::UNDEAD_RAISE_PERCENTAGE) / 100.0;
+		const ui8 necromancyLevel = valOfBonuses(Bonus::IMPROVED_NECROMANCY);
 		vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
 		const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
 		// figure out what to raise - pick strongest creature meeting requirements
-		CreatureID creatureTypeRaised = CreatureID::SKELETON;
+		auto creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
 		int requiredCasualtyLevel = 1;
 		TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
 		if(!improvedNecromancy->empty())
 		{
-			auto getCreatureID = [necromancyLevel](const std::shared_ptr<Bonus> & bonus) -> CreatureID
+			auto getCreatureID = [](const std::shared_ptr<Bonus> & bonus) -> CreatureID
 			{
-				const CreatureID legacyTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
-				return CreatureID(bonus->subtype >= 0 ? bonus->subtype : legacyTypes[necromancyLevel]);
+				assert(bonus->subtype >=0);
+				if(bonus->subtype >= 0)
+					return CreatureID(bonus->subtype);
+				return CreatureID::NONE;
 			};
 			int maxCasualtyLevel = 1;
 			for(const auto & casualty : casualties)
@@ -831,6 +835,7 @@ CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &b
 				requiredCasualtyLevel = std::max(topPick->additionalInfo[1], 1);
 			}
 		}
+		assert(creatureTypeRaised != CreatureID::NONE);
 		// raise upgraded creature (at 2/3 rate) if no space available otherwise
 		if(getSlotFor(creatureTypeRaised) == SlotID())
 		{