123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292 |
- /*
- * 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() : 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<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()
- {
- 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<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 "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->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"].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);
- }
- 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)
- {
- }
- CSkillHandler::~CSkillHandler()
- {
- }
- std::vector<bool> CSkillHandler::getDefaultAllowed() const
- {
- std::vector<bool> allowedSkills(objects.size(), true);
- return allowedSkills;
- }
- // HMM3 default bonus provided by secondary skill
- std::vector<std::shared_ptr<Bonus>> CSkillHandler::defaultBonus(SecondarySkill skill, int level) const
- {
- std::vector<std::shared_ptr<Bonus>> 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>(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;
- }
|