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- /*
- * 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 <cctype>
- #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()
- {
- }
- 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<Bonus> & 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<std::shared_ptr<Bonus>> & 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()
- {
- }
- std::vector<JsonNode> CSkillHandler::loadLegacyData(size_t dataSize)
- {
- CLegacyConfigParser parser("DATA/SSTRAITS.TXT");
- //skip header
- parser.endLine();
- parser.endLine();
- std::vector<std::string> skillNames;
- std::vector<std::vector<std::string>> skillInfoTexts;
- do
- {
- skillNames.push_back(parser.readString());
- skillInfoTexts.push_back(std::vector<std::string>());
- 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<JsonNode> legacyData;
- for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
- {
- JsonNode skillNode(JsonNode::DATA_STRUCT);
- skillNode["name"].String() = skillNames[id];
- for(int level = 1; level < NSecondarySkill::levels.size(); level++)
- {
- std::string & desc = skillInfoTexts[id][level-1];
- auto & levelNode = skillNode[NSecondarySkill::levels[level]].Struct();
- levelNode["description"].String() = desc;
- levelNode["effects"].Struct(); // create empty effects objects
- }
- legacyData.push_back(skillNode);
- }
- objects.resize(legacyData.size());
- 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));
- break;
- }
- }
- if(!skill)
- {
- logMod->error("unknown secondary skill %s", identifier);
- throw std::runtime_error("invalid skill");
- }
- skill->name = json["name"].String();
- 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);
- }
- skill->setDescription(levelNode["description"].String(), level);
- }
- logMod->debug("loaded secondary skill %s(%d)", identifier, (int)skill->id);
- logMod->trace("%s", skill->toString());
- return skill;
- }
- 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<bool> CSkillHandler::getDefaultAllowed() const
- {
- std::vector<bool> allowedSkills(objects.size(), true);
- return allowedSkills;
- }
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