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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() : description("")
- {
- }
- CSkill::LevelInfo::~LevelInfo()
- {
- }
- CSkill::CSkill(SecondarySkill id) : id(id), name("")
- {
- 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)
- {
- 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++)
- {
- CSkill & skill = *objects[id];
- JsonNode skillNode(JsonNode::DATA_STRUCT);
- for(int level = 1; level < NSecondarySkill::levels.size(); level++)
- {
- skill.name = skillNames[id];
- std::string & desc = skillInfoTexts[id][level-1];
- skill.setDescription(desc, level);
- auto & levelNode = skillNode[NSecondarySkill::levels[level]].Struct();
- levelNode["description"].String() = desc;
- }
- legacyData.push_back(skillNode);
- }
- 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));
- //skill name isn't stored in JSON
- skill->name = objects[id]->name;
- 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"].Struct())
- {
- auto bonus = JsonUtils::parseBonus(b.second);
- bonus->sid = skill->id;
- skill->addNewBonus(bonus, level);
- }
- // parse skill description - tracked separately
- if(vstd::contains(levelNode.Struct(), "description") && !levelNode["description"].isNull())
- skill->setDescription(levelNode["description"].String(), level);
- else
- skill->setDescription(skillInfo(skill->id, level), 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)
- {
- //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;
- }
- // 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;
- }
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