CSkillHandler.cpp 9.2 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::LevelInfo::LevelInfo() : description("")
  23. {
  24. }
  25. CSkill::LevelInfo::~LevelInfo()
  26. {
  27. }
  28. CSkill::CSkill(SecondarySkill id) : id(id), name("")
  29. {
  30. if(id == SecondarySkill::DEFAULT)
  31. identifier = "default";
  32. else
  33. identifier = NSecondarySkill::names[id];
  34. // init levels
  35. LevelInfo emptyLevel;
  36. for(int level = 1; level < NSecondarySkill::levels.size(); level++)
  37. levels.push_back(emptyLevel);
  38. }
  39. CSkill::~CSkill()
  40. {
  41. }
  42. void CSkill::addNewBonus(const std::shared_ptr<Bonus> & b, int level)
  43. {
  44. b->source = Bonus::SECONDARY_SKILL;
  45. b->sid = id;
  46. b->duration = Bonus::PERMANENT;
  47. b->description = identifier;
  48. levels[level-1].effects.push_back(b);
  49. }
  50. void CSkill::setDescription(const std::string & desc, int level)
  51. {
  52. levels[level-1].description = desc;
  53. }
  54. const std::vector<std::shared_ptr<Bonus>> & CSkill::getBonus(int level) const
  55. {
  56. return levels[level-1].effects;
  57. }
  58. const std::string & CSkill::getDescription(int level) const
  59. {
  60. return levels[level-1].description;
  61. }
  62. DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CSkill::LevelInfo & info)
  63. {
  64. out << "(\"" << info.description << "\", [";
  65. for(int i=0; i < info.effects.size(); i++)
  66. out << (i ? "," : "") << info.effects[i]->Description();
  67. return out << "])";
  68. }
  69. DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CSkill & skill)
  70. {
  71. out << "Skill(" << (int)skill.id << "," << skill.identifier << "): [";
  72. for(int i=0; i < skill.levels.size(); i++)
  73. out << (i ? "," : "") << skill.levels[i];
  74. return out << "]";
  75. }
  76. std::string CSkill::toString() const
  77. {
  78. std::ostringstream ss;
  79. ss << *this;
  80. return ss.str();
  81. }
  82. ///CSkillHandler
  83. CSkillHandler::CSkillHandler()
  84. {
  85. for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
  86. {
  87. CSkill * skill = new CSkill(SecondarySkill(id));
  88. for(int level = 1; level < NSecondarySkill::levels.size(); level++)
  89. for (auto bonus : defaultBonus(SecondarySkill(id), level))
  90. skill->addNewBonus(bonus, level);
  91. objects.push_back(skill);
  92. }
  93. }
  94. std::vector<JsonNode> CSkillHandler::loadLegacyData(size_t dataSize)
  95. {
  96. CLegacyConfigParser parser("DATA/SSTRAITS.TXT");
  97. //skip header
  98. parser.endLine();
  99. parser.endLine();
  100. std::vector<std::string> skillNames;
  101. std::vector<std::vector<std::string>> skillInfoTexts;
  102. do
  103. {
  104. skillNames.push_back(parser.readString());
  105. skillInfoTexts.push_back(std::vector<std::string>());
  106. for(int i = 0; i < 3; i++)
  107. skillInfoTexts.back().push_back(parser.readString());
  108. }
  109. while (parser.endLine());
  110. assert(skillNames.size() == GameConstants::SKILL_QUANTITY);
  111. //store & construct JSON
  112. std::vector<JsonNode> legacyData;
  113. for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
  114. {
  115. CSkill & skill = *objects[id];
  116. JsonNode skillNode(JsonNode::DATA_STRUCT);
  117. for(int level = 1; level < NSecondarySkill::levels.size(); level++)
  118. {
  119. skill.name = skillNames[id];
  120. std::string & desc = skillInfoTexts[id][level-1];
  121. skill.setDescription(desc, level);
  122. auto & levelNode = skillNode[NSecondarySkill::levels[level]].Struct();
  123. levelNode["description"].String() = desc;
  124. }
  125. legacyData.push_back(skillNode);
  126. }
  127. return legacyData;
  128. }
  129. const std::string CSkillHandler::getTypeName() const
  130. {
  131. return "skill";
  132. }
  133. const std::string & CSkillHandler::skillInfo(int skill, int level) const
  134. {
  135. return objects[skill]->getDescription(level);
  136. }
  137. const std::string & CSkillHandler::skillName(int skill) const
  138. {
  139. return objects[skill]->name;
  140. }
  141. CSkill * CSkillHandler::loadFromJson(const JsonNode & json, const std::string & identifier)
  142. {
  143. CSkill * skill = nullptr;
  144. for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
  145. {
  146. if(NSecondarySkill::names[id].compare(identifier) == 0)
  147. {
  148. skill = new CSkill(SecondarySkill(id));
  149. //skill name isn't stored in JSON
  150. skill->name = objects[id]->name;
  151. break;
  152. }
  153. }
  154. if(!skill)
  155. {
  156. logGlobal->error("unknown secondary skill %s", identifier);
  157. throw std::runtime_error("invalid skill");
  158. }
  159. for(int level = 1; level < NSecondarySkill::levels.size(); level++)
  160. {
  161. const std::string & levelName = NSecondarySkill::levels[level]; // basic, advanced, expert
  162. const JsonNode & levelNode = json[levelName];
  163. // parse bonus effects
  164. for(auto b : levelNode["effects"].Struct())
  165. {
  166. auto bonus = JsonUtils::parseBonus(b.second);
  167. bonus->sid = skill->id;
  168. skill->addNewBonus(bonus, level);
  169. }
  170. // parse skill description - tracked separately
  171. if(vstd::contains(levelNode.Struct(), "description") && !levelNode["description"].isNull())
  172. skill->setDescription(levelNode["description"].String(), level);
  173. else
  174. skill->setDescription(skillInfo(skill->id, level), level);
  175. }
  176. logMod->debug("loaded secondary skill %s(%d)", identifier, (int)skill->id);
  177. logMod->trace("%s", skill->toString());
  178. return skill;
  179. }
  180. void CSkillHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
  181. {
  182. auto type_name = getTypeName();
  183. auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name));
  184. if(object->id == SecondarySkill::DEFAULT) // new skill - no index identified
  185. {
  186. object->id = SecondarySkill(objects.size());
  187. objects.push_back(object);
  188. }
  189. else
  190. objects[object->id] = object;
  191. registerObject(scope, type_name, name, object->id);
  192. }
  193. void CSkillHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
  194. {
  195. auto type_name = getTypeName();
  196. auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name));
  197. assert(object->id == index);
  198. objects[index] = object;
  199. registerObject(scope, type_name, name, object->id);
  200. }
  201. void CSkillHandler::afterLoadFinalization()
  202. {
  203. }
  204. void CSkillHandler::beforeValidate(JsonNode & object)
  205. {
  206. //handle "base" level info
  207. JsonNode & base = object["base"];
  208. auto inheritNode = [&](const std::string & name){
  209. JsonUtils::inherit(object[name], base);
  210. };
  211. inheritNode("basic");
  212. inheritNode("advanced");
  213. inheritNode("expert");
  214. }
  215. CSkillHandler::~CSkillHandler()
  216. {
  217. }
  218. std::vector<bool> CSkillHandler::getDefaultAllowed() const
  219. {
  220. std::vector<bool> allowedSkills(objects.size(), true);
  221. return allowedSkills;
  222. }
  223. // HMM3 default bonus provided by secondary skill
  224. std::vector<std::shared_ptr<Bonus>> CSkillHandler::defaultBonus(SecondarySkill skill, int level) const
  225. {
  226. std::vector<std::shared_ptr<Bonus>> result;
  227. // add bonus based on current values - useful for adding multiple bonuses easily
  228. auto addBonus = [=, &result](int bonusVal, Bonus::BonusType bonusType = Bonus::SECONDARY_SKILL_PREMY, int subtype = 0)
  229. {
  230. if(bonusType == Bonus::SECONDARY_SKILL_PREMY || bonusType == Bonus::SECONDARY_SKILL_VAL2)
  231. subtype = skill;
  232. result.push_back(std::make_shared<Bonus>(Bonus::PERMANENT, bonusType, Bonus::SECONDARY_SKILL, bonusVal, skill, subtype, Bonus::BASE_NUMBER));
  233. };
  234. switch(skill)
  235. {
  236. case SecondarySkill::PATHFINDING:
  237. addBonus(25 * level);
  238. break;
  239. case SecondarySkill::ARCHERY:
  240. addBonus(5 + 5 * level * level);
  241. break;
  242. case SecondarySkill::LOGISTICS:
  243. addBonus(10 * level);
  244. break;
  245. case SecondarySkill::SCOUTING:
  246. addBonus(level, Bonus::SIGHT_RADIOUS);
  247. break;
  248. case SecondarySkill::DIPLOMACY:
  249. addBonus(level);
  250. addBonus(20 * level, Bonus::SURRENDER_DISCOUNT);
  251. break;
  252. case SecondarySkill::NAVIGATION:
  253. addBonus(50 * level);
  254. break;
  255. case SecondarySkill::LEADERSHIP:
  256. addBonus(level, Bonus::MORALE);
  257. break;
  258. case SecondarySkill::LUCK:
  259. addBonus(level, Bonus::LUCK);
  260. break;
  261. case SecondarySkill::BALLISTICS:
  262. addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::CATAPULT);
  263. addBonus(level);
  264. break;
  265. case SecondarySkill::EAGLE_EYE:
  266. addBonus(30 + 10 * level);
  267. addBonus(1 + level, Bonus::SECONDARY_SKILL_VAL2);
  268. break;
  269. case SecondarySkill::NECROMANCY:
  270. addBonus(10 * level);
  271. break;
  272. case SecondarySkill::ESTATES:
  273. addBonus(125 << (level-1));
  274. break;
  275. case SecondarySkill::FIRE_MAGIC:
  276. case SecondarySkill::AIR_MAGIC:
  277. case SecondarySkill::WATER_MAGIC:
  278. case SecondarySkill::EARTH_MAGIC:
  279. addBonus(level);
  280. break;
  281. case SecondarySkill::SCHOLAR:
  282. addBonus(1 + level);
  283. break;
  284. case SecondarySkill::TACTICS:
  285. addBonus(1 + 2 * level);
  286. break;
  287. case SecondarySkill::ARTILLERY:
  288. addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::BALLISTA);
  289. addBonus(25 + 25 * level);
  290. if(level > 1) // extra attack
  291. addBonus(1, Bonus::SECONDARY_SKILL_VAL2);
  292. break;
  293. case SecondarySkill::LEARNING:
  294. addBonus(5 * level);
  295. break;
  296. case SecondarySkill::OFFENCE:
  297. addBonus(10 * level);
  298. break;
  299. case SecondarySkill::ARMORER:
  300. addBonus(5 * level);
  301. break;
  302. case SecondarySkill::INTELLIGENCE:
  303. addBonus(25 << (level-1));
  304. break;
  305. case SecondarySkill::SORCERY:
  306. addBonus(5 * level);
  307. break;
  308. case SecondarySkill::RESISTANCE:
  309. addBonus(5 << (level-1));
  310. break;
  311. case SecondarySkill::FIRST_AID:
  312. addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT);
  313. addBonus(25 + 25 * level);
  314. break;
  315. default:
  316. addBonus(level);
  317. break;
  318. }
  319. return result;
  320. }