CSkillHandler.cpp 4.1 KB

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  1. /*
  2. * CSkillHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include <cctype>
  12. #include "CSkillHandler.h"
  13. #include "CGeneralTextHandler.h"
  14. #include "filesystem/Filesystem.h"
  15. #include "JsonNode.h"
  16. #include "CModHandler.h"
  17. #include "StringConstants.h"
  18. #include "CStack.h"
  19. #include "battle/BattleInfo.h"
  20. #include "battle/CBattleInfoCallback.h"
  21. ///CSkill
  22. CSkill::CSkill()
  23. {
  24. BonusList emptyList;
  25. for(auto level : NSecondarySkill::levels)
  26. bonusByLevel.push_back(emptyList);
  27. }
  28. CSkill::~CSkill()
  29. {
  30. }
  31. void CSkill::addNewBonus(const std::shared_ptr<Bonus>& b, int level)
  32. {
  33. b->source = Bonus::SECONDARY_SKILL;
  34. b->duration = Bonus::PERMANENT;
  35. b->description = identifier;
  36. bonusByLevel[level].push_back(b);
  37. }
  38. BonusList CSkill::getBonus(int level)
  39. {
  40. return bonusByLevel[level];
  41. }
  42. ///CSkillHandler
  43. CSkillHandler::CSkillHandler()
  44. {
  45. for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
  46. {
  47. //TODO
  48. }
  49. }
  50. std::vector<JsonNode> CSkillHandler::loadLegacyData(size_t dataSize)
  51. {
  52. // not supported - no legacy data to load
  53. std::vector<JsonNode> legacyData;
  54. return legacyData;
  55. }
  56. const std::string CSkillHandler::getTypeName() const
  57. {
  58. return "secondarySkill";
  59. }
  60. CSkill * CSkillHandler::loadFromJson(const JsonNode & json, const std::string & identifier)
  61. {
  62. CSkill * skill = new CSkill();
  63. skill->identifier = identifier;
  64. skill->id = SecondarySkill::DEFAULT;
  65. for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
  66. {
  67. if(NSecondarySkill::names[id].compare(identifier) == 0)
  68. {
  69. skill->id = SecondarySkill(id);
  70. break;
  71. }
  72. }
  73. for(int level = 1; level < NSecondarySkill::levels.size(); level++)
  74. {
  75. const std::string & levelName = NSecondarySkill::levels[level]; // basic, advanced, expert
  76. for(auto b : json[levelName].Vector())
  77. {
  78. auto bonus = JsonUtils::parseBonus(b);
  79. bonus->sid = skill->id;
  80. skill->addNewBonus(bonus, level);
  81. }
  82. }
  83. return skill;
  84. }
  85. void CSkillHandler::afterLoadFinalization()
  86. {
  87. }
  88. void CSkillHandler::beforeValidate(JsonNode & object)
  89. {
  90. }
  91. CSkillHandler::~CSkillHandler()
  92. {
  93. }
  94. std::vector<bool> CSkillHandler::getDefaultAllowed() const
  95. {
  96. std::vector<bool> allowedSkills(objects.size(), true);
  97. return allowedSkills;
  98. }
  99. // HMM3 default bonus provided by secondary skill
  100. const std::shared_ptr<Bonus> CSkillHandler::defaultBonus(SecondarySkill skill, int level) const
  101. {
  102. Bonus::BonusType bonusType = Bonus::SECONDARY_SKILL_PREMY;
  103. Bonus::ValueType valueType = Bonus::BASE_NUMBER;
  104. int bonusVal = level;
  105. static const int archery_bonus[] = { 10, 25, 50 };
  106. switch (skill)
  107. {
  108. case SecondarySkill::LEADERSHIP:
  109. bonusType = Bonus::MORALE; break;
  110. case SecondarySkill::LUCK:
  111. bonusType = Bonus::LUCK; break;
  112. case SecondarySkill::DIPLOMACY:
  113. bonusType = Bonus::SURRENDER_DISCOUNT;
  114. bonusVal = 20 * level; break;
  115. case SecondarySkill::ARCHERY:
  116. bonusVal = archery_bonus[level-1]; break;
  117. case SecondarySkill::LOGISTICS:
  118. bonusVal = 10 * level; break;
  119. case SecondarySkill::NAVIGATION:
  120. bonusVal = 50 * level; break;
  121. case SecondarySkill::MYSTICISM:
  122. bonusVal = level; break;
  123. case SecondarySkill::EAGLE_EYE:
  124. bonusVal = 30 + 10 * level; break;
  125. case SecondarySkill::NECROMANCY:
  126. bonusVal = 10 * level; break;
  127. case SecondarySkill::LEARNING:
  128. bonusVal = 5 * level; break;
  129. case SecondarySkill::OFFENCE:
  130. bonusVal = 10 * level; break;
  131. case SecondarySkill::ARMORER:
  132. bonusVal = 5 * level; break;
  133. case SecondarySkill::INTELLIGENCE:
  134. bonusVal = 25 << (level-1); break;
  135. case SecondarySkill::SORCERY:
  136. bonusVal = 5 * level; break;
  137. case SecondarySkill::RESISTANCE:
  138. bonusVal = 5 << (level-1); break;
  139. case SecondarySkill::FIRST_AID:
  140. bonusVal = 25 + 25 * level; break;
  141. case SecondarySkill::ESTATES:
  142. bonusVal = 125 << (level-1); break;
  143. default:
  144. valueType = Bonus::INDEPENDENT_MIN; break;
  145. }
  146. return std::make_shared<Bonus>(Bonus::PERMANENT, bonusType, Bonus::SECONDARY_SKILL, bonusVal, skill, skill, valueType);
  147. }