/* * 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) { 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->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) { return out << "(\"" << info.description << "\"," << info.effects << ")"; } DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const CSkill &skill) { return out << "Skill(" << (int)skill.id << "," << skill.identifier << "): " << skill.levels; } ///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 "skill"; } 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 const JsonNode & levelNode = json[levelName]; // parse bonus effects for(auto b : levelNode["effects"].Vector()) { auto bonus = JsonUtils::parseBonus(b); bonus->sid = skill->id; skill->addNewBonus(bonus, level); } // parse skill description - tracked separately if(vstd::contains(levelNode.Struct(), "description") && !levelNode["description"].isNull()) //CGI->generaltexth->skillInfoTexts[skill->id][level-1] = levelNode["description"].String(); skill->setDescription(levelNode["description"].String(), level); } CLogger * logger = CLogger::getLogger(CLoggerDomain(getTypeName())); logger->debugStream() << "loaded secondary skill " << identifier << "(" << (int)skill->id << ")"; logger->traceStream() << *skill; 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() { CLogger * logger = CLogger::getLogger(CLoggerDomain(getTypeName())); logger->traceStream() << "skill handler after load: "; for(auto skill : objects) logger->traceStream() << *skill; } 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); }