/* * 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::LevelInfo::LevelInfo() : description("") { } CSkill::LevelInfo::~LevelInfo() { } CSkill::CSkill(SecondarySkill id) : id(id), name("") { if(id == SecondarySkill::DEFAULT) identifier = "default"; else identifier = NSecondarySkill::names[id]; // init levels LevelInfo emptyLevel; for(int level = 1; level < NSecondarySkill::levels.size(); level++) levels.push_back(emptyLevel); } CSkill::~CSkill() { } void CSkill::addNewBonus(const std::shared_ptr & b, int level) { b->source = Bonus::SECONDARY_SKILL; b->sid = id; b->duration = Bonus::PERMANENT; b->description = identifier; levels[level-1].effects.push_back(b); } void CSkill::setDescription(const std::string & desc, int level) { levels[level-1].description = desc; } const std::vector> & CSkill::getBonus(int level) const { return levels[level-1].effects; } const std::string & CSkill::getDescription(int level) const { return levels[level-1].description; } DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CSkill::LevelInfo & info) { out << "(\"" << info.description << "\", ["; for(int i=0; i < info.effects.size(); i++) out << (i ? "," : "") << info.effects[i]->Description(); return out << "])"; } DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CSkill & skill) { out << "Skill(" << (int)skill.id << "," << skill.identifier << "): ["; for(int i=0; i < skill.levels.size(); i++) out << (i ? "," : "") << skill.levels[i]; return out << "]"; } std::string CSkill::toString() const { std::ostringstream ss; ss << *this; return ss.str(); } ///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++) for (auto bonus : defaultBonus(SecondarySkill(id), level)) skill->addNewBonus(bonus, level); objects.push_back(skill); } } std::vector CSkillHandler::loadLegacyData(size_t dataSize) { CLegacyConfigParser parser("DATA/SSTRAITS.TXT"); //skip header parser.endLine(); parser.endLine(); std::vector skillNames; std::vector> skillInfoTexts; do { skillNames.push_back(parser.readString()); skillInfoTexts.push_back(std::vector()); for(int i = 0; i < 3; i++) skillInfoTexts.back().push_back(parser.readString()); } while (parser.endLine()); assert(skillNames.size() == GameConstants::SKILL_QUANTITY); //store & construct JSON std::vector legacyData; for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++) { CSkill & skill = *objects[id]; JsonNode skillNode(JsonNode::DATA_STRUCT); for(int level = 1; level < NSecondarySkill::levels.size(); level++) { skill.name = skillNames[id]; std::string & desc = skillInfoTexts[id][level-1]; skill.setDescription(desc, level); auto & levelNode = skillNode[NSecondarySkill::levels[level]].Struct(); levelNode["description"].String() = desc; } legacyData.push_back(skillNode); } return legacyData; } const std::string CSkillHandler::getTypeName() const { return "skill"; } const std::string & CSkillHandler::skillInfo(int skill, int level) const { return objects[skill]->getDescription(level); } const std::string & CSkillHandler::skillName(int skill) const { return objects[skill]->name; } CSkill * CSkillHandler::loadFromJson(const JsonNode & json, const std::string & identifier) { CSkill * skill = nullptr; for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++) { if(NSecondarySkill::names[id].compare(identifier) == 0) { skill = new CSkill(SecondarySkill(id)); //skill name isn't stored in JSON skill->name = objects[id]->name; break; } } if(!skill) { logGlobal->error("unknown secondary skill %s", 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 const JsonNode & levelNode = json[levelName]; // parse bonus effects for(auto b : levelNode["effects"].Struct()) { auto bonus = JsonUtils::parseBonus(b.second); bonus->sid = skill->id; skill->addNewBonus(bonus, level); } // parse skill description - tracked separately if(vstd::contains(levelNode.Struct(), "description") && !levelNode["description"].isNull()) skill->setDescription(levelNode["description"].String(), level); else skill->setDescription(skillInfo(skill->id, level), level); } logMod->debug("loaded secondary skill %s(%d)", identifier, (int)skill->id); logMod->trace("%s", skill->toString()); return skill; } void CSkillHandler::loadObject(std::string scope, std::string name, const JsonNode & data) { auto type_name = getTypeName(); auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name)); if(object->id == SecondarySkill::DEFAULT) // new skill - no index identified { object->id = SecondarySkill(objects.size()); objects.push_back(object); } else objects[object->id] = object; registerObject(scope, type_name, name, object->id); } void CSkillHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) { auto type_name = getTypeName(); auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name)); assert(object->id == index); objects[index] = object; registerObject(scope, type_name, name, object->id); } void CSkillHandler::afterLoadFinalization() { } void CSkillHandler::beforeValidate(JsonNode & object) { //handle "base" level info JsonNode & base = object["base"]; auto inheritNode = [&](const std::string & name){ JsonUtils::inherit(object[name], base); }; inheritNode("basic"); inheritNode("advanced"); inheritNode("expert"); } CSkillHandler::~CSkillHandler() { } std::vector CSkillHandler::getDefaultAllowed() const { std::vector allowedSkills(objects.size(), true); return allowedSkills; } // HMM3 default bonus provided by secondary skill std::vector> CSkillHandler::defaultBonus(SecondarySkill skill, int level) const { std::vector> result; // add bonus based on current values - useful for adding multiple bonuses easily auto addBonus = [=, &result](int bonusVal, Bonus::BonusType bonusType = Bonus::SECONDARY_SKILL_PREMY, int subtype = 0) { if(bonusType == Bonus::SECONDARY_SKILL_PREMY || bonusType == Bonus::SECONDARY_SKILL_VAL2) subtype = skill; result.push_back(std::make_shared(Bonus::PERMANENT, bonusType, Bonus::SECONDARY_SKILL, bonusVal, skill, subtype, Bonus::BASE_NUMBER)); }; switch(skill) { case SecondarySkill::PATHFINDING: addBonus(25 * level); break; case SecondarySkill::ARCHERY: addBonus(5 + 5 * level * level); break; case SecondarySkill::LOGISTICS: addBonus(10 * level); break; case SecondarySkill::SCOUTING: addBonus(level, Bonus::SIGHT_RADIOUS); break; case SecondarySkill::DIPLOMACY: addBonus(level); addBonus(20 * level, Bonus::SURRENDER_DISCOUNT); break; case SecondarySkill::NAVIGATION: addBonus(50 * level); break; case SecondarySkill::LEADERSHIP: addBonus(level, Bonus::MORALE); break; case SecondarySkill::LUCK: addBonus(level, Bonus::LUCK); break; case SecondarySkill::BALLISTICS: addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::CATAPULT); addBonus(level); break; case SecondarySkill::EAGLE_EYE: addBonus(30 + 10 * level); addBonus(1 + level, Bonus::SECONDARY_SKILL_VAL2); break; case SecondarySkill::NECROMANCY: addBonus(10 * level); break; case SecondarySkill::ESTATES: addBonus(125 << (level-1)); break; case SecondarySkill::FIRE_MAGIC: case SecondarySkill::AIR_MAGIC: case SecondarySkill::WATER_MAGIC: case SecondarySkill::EARTH_MAGIC: addBonus(level); break; case SecondarySkill::SCHOLAR: addBonus(1 + level); break; case SecondarySkill::TACTICS: addBonus(1 + 2 * level); break; case SecondarySkill::ARTILLERY: addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::BALLISTA); addBonus(25 + 25 * level); if(level > 1) // extra attack addBonus(1, Bonus::SECONDARY_SKILL_VAL2); break; case SecondarySkill::LEARNING: addBonus(5 * level); break; case SecondarySkill::OFFENCE: addBonus(10 * level); break; case SecondarySkill::ARMORER: addBonus(5 * level); break; case SecondarySkill::INTELLIGENCE: addBonus(25 << (level-1)); break; case SecondarySkill::SORCERY: addBonus(5 * level); break; case SecondarySkill::RESISTANCE: addBonus(5 << (level-1)); break; case SecondarySkill::FIRST_AID: addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT); addBonus(25 + 25 * level); break; default: addBonus(level); break; } return result; }