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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::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<Bonus>& 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<JsonNode> CSkillHandler::loadLegacyData(size_t dataSize)
- {
- // not supported - no legacy data to load
- std::vector<JsonNode> 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<bool> CSkillHandler::getDefaultAllowed() const
- {
- std::vector<bool> allowedSkills(objects.size(), true);
- return allowedSkills;
- }
- // HMM3 default bonus provided by secondary skill
- const std::shared_ptr<Bonus> 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>(Bonus::PERMANENT, bonusType, Bonus::SECONDARY_SKILL, bonusVal, skill, skill, valueType);
- }
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