/* * CSkillHandler.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include #include "CSkillHandler.h" #include "CGeneralTextHandler.h" #include "filesystem/Filesystem.h" #include "JsonNode.h" #include "CModHandler.h" #include "StringConstants.h" #include "CStack.h" #include "battle/BattleInfo.h" #include "battle/CBattleInfoCallback.h" ///CSkill CSkill::CSkill(SecondarySkill id) : id(id) { if(id == SecondarySkill::DEFAULT) identifier = "default"; else identifier = NSecondarySkill::names[id]; // init bonus levels BonusList emptyList; for(auto level : NSecondarySkill::levels) bonusByLevel.push_back(emptyList); } CSkill::~CSkill() { } void CSkill::addNewBonus(const std::shared_ptr& b, int level) { b->source = Bonus::SECONDARY_SKILL; b->duration = Bonus::PERMANENT; b->description = identifier; bonusByLevel[level].push_back(b); } BonusList CSkill::getBonus(int level) { return bonusByLevel[level]; } ///CSkillHandler CSkillHandler::CSkillHandler() { for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++) { CSkill * skill = new CSkill(SecondarySkill(id)); for(int level = 1; level < NSecondarySkill::levels.size(); level++) skill->addNewBonus(defaultBonus(SecondarySkill(id), level), level); objects.push_back(skill); } } std::vector CSkillHandler::loadLegacyData(size_t dataSize) { // not supported - no legacy data to load std::vector legacyData; return legacyData; } const std::string CSkillHandler::getTypeName() const { return "secondarySkill"; } CSkill * CSkillHandler::loadFromJson(const JsonNode & json, const std::string & identifier) { CSkill * skill = NULL; for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++) { if(NSecondarySkill::names[id].compare(identifier) == 0) { skill = new CSkill(SecondarySkill(id)); break; } } if(!skill) { logGlobal->errorStream() << "unknown secondary skill " << identifier; throw std::runtime_error("invalid skill"); } for(int level = 1; level < NSecondarySkill::levels.size(); level++) { const std::string & levelName = NSecondarySkill::levels[level]; // basic, advanced, expert for(auto b : json[levelName].Vector()) { auto bonus = JsonUtils::parseBonus(b); bonus->sid = skill->id; skill->addNewBonus(bonus, level); } } return skill; } void CSkillHandler::afterLoadFinalization() { } void CSkillHandler::beforeValidate(JsonNode & object) { } CSkillHandler::~CSkillHandler() { } std::vector CSkillHandler::getDefaultAllowed() const { std::vector allowedSkills(objects.size(), true); return allowedSkills; } // HMM3 default bonus provided by secondary skill const std::shared_ptr CSkillHandler::defaultBonus(SecondarySkill skill, int level) const { Bonus::BonusType bonusType = Bonus::SECONDARY_SKILL_PREMY; Bonus::ValueType valueType = Bonus::BASE_NUMBER; int bonusVal = level; static const int archery_bonus[] = { 10, 25, 50 }; switch (skill) { case SecondarySkill::LEADERSHIP: bonusType = Bonus::MORALE; break; case SecondarySkill::LUCK: bonusType = Bonus::LUCK; break; case SecondarySkill::DIPLOMACY: bonusType = Bonus::SURRENDER_DISCOUNT; bonusVal = 20 * level; break; case SecondarySkill::ARCHERY: bonusVal = archery_bonus[level-1]; break; case SecondarySkill::LOGISTICS: bonusVal = 10 * level; break; case SecondarySkill::NAVIGATION: bonusVal = 50 * level; break; case SecondarySkill::MYSTICISM: bonusVal = level; break; case SecondarySkill::EAGLE_EYE: bonusVal = 30 + 10 * level; break; case SecondarySkill::NECROMANCY: bonusVal = 10 * level; break; case SecondarySkill::LEARNING: bonusVal = 5 * level; break; case SecondarySkill::OFFENCE: bonusVal = 10 * level; break; case SecondarySkill::ARMORER: bonusVal = 5 * level; break; case SecondarySkill::INTELLIGENCE: bonusVal = 25 << (level-1); break; case SecondarySkill::SORCERY: bonusVal = 5 * level; break; case SecondarySkill::RESISTANCE: bonusVal = 5 << (level-1); break; case SecondarySkill::FIRST_AID: bonusVal = 25 + 25 * level; break; case SecondarySkill::ESTATES: bonusVal = 125 << (level-1); break; default: valueType = Bonus::INDEPENDENT_MIN; break; } return std::make_shared(Bonus::PERMANENT, bonusType, Bonus::SECONDARY_SKILL, bonusVal, skill, skill, valueType); }