CSkillHandler.cpp 5.1 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. ///CSkill
  19. CSkill::LevelInfo::LevelInfo()
  20. {
  21. }
  22. CSkill::LevelInfo::~LevelInfo()
  23. {
  24. }
  25. CSkill::CSkill(SecondarySkill id) : id(id)
  26. {
  27. if(id == SecondarySkill::DEFAULT)
  28. identifier = "default";
  29. else
  30. identifier = NSecondarySkill::names[id];
  31. // init levels
  32. LevelInfo emptyLevel;
  33. for(int level = 1; level < NSecondarySkill::levels.size(); level++)
  34. levels.push_back(emptyLevel);
  35. }
  36. CSkill::~CSkill()
  37. {
  38. }
  39. void CSkill::addNewBonus(const std::shared_ptr<Bonus> & b, int level)
  40. {
  41. b->source = Bonus::SECONDARY_SKILL;
  42. b->sid = id;
  43. b->duration = Bonus::PERMANENT;
  44. b->description = identifier;
  45. levels[level-1].effects.push_back(b);
  46. }
  47. void CSkill::setDescription(const std::string & desc, int level)
  48. {
  49. levels[level-1].description = desc;
  50. }
  51. const std::vector<std::shared_ptr<Bonus>> & CSkill::getBonus(int level) const
  52. {
  53. return levels[level-1].effects;
  54. }
  55. const std::string & CSkill::getDescription(int level) const
  56. {
  57. return levels[level-1].description;
  58. }
  59. DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CSkill::LevelInfo & info)
  60. {
  61. out << "(\"" << info.description << "\", [";
  62. for(int i=0; i < info.effects.size(); i++)
  63. out << (i ? "," : "") << info.effects[i]->Description();
  64. return out << "])";
  65. }
  66. DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CSkill & skill)
  67. {
  68. out << "Skill(" << (int)skill.id << "," << skill.identifier << "): [";
  69. for(int i=0; i < skill.levels.size(); i++)
  70. out << (i ? "," : "") << skill.levels[i];
  71. return out << "]";
  72. }
  73. std::string CSkill::toString() const
  74. {
  75. std::ostringstream ss;
  76. ss << *this;
  77. return ss.str();
  78. }
  79. ///CSkillHandler
  80. CSkillHandler::CSkillHandler()
  81. {
  82. }
  83. std::vector<JsonNode> CSkillHandler::loadLegacyData(size_t dataSize)
  84. {
  85. CLegacyConfigParser parser("DATA/SSTRAITS.TXT");
  86. //skip header
  87. parser.endLine();
  88. parser.endLine();
  89. std::vector<std::string> skillNames;
  90. std::vector<std::vector<std::string>> skillInfoTexts;
  91. do
  92. {
  93. skillNames.push_back(parser.readString());
  94. skillInfoTexts.push_back(std::vector<std::string>());
  95. for(int i = 0; i < 3; i++)
  96. skillInfoTexts.back().push_back(parser.readString());
  97. }
  98. while (parser.endLine());
  99. assert(skillNames.size() == GameConstants::SKILL_QUANTITY);
  100. //store & construct JSON
  101. std::vector<JsonNode> legacyData;
  102. for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
  103. {
  104. JsonNode skillNode(JsonNode::JsonType::DATA_STRUCT);
  105. skillNode["name"].String() = skillNames[id];
  106. for(int level = 1; level < NSecondarySkill::levels.size(); level++)
  107. {
  108. std::string & desc = skillInfoTexts[id][level-1];
  109. auto & levelNode = skillNode[NSecondarySkill::levels[level]].Struct();
  110. levelNode["description"].String() = desc;
  111. levelNode["effects"].Struct(); // create empty effects objects
  112. }
  113. legacyData.push_back(skillNode);
  114. }
  115. objects.resize(legacyData.size());
  116. return legacyData;
  117. }
  118. const std::string CSkillHandler::getTypeName() const
  119. {
  120. return "skill";
  121. }
  122. const std::string & CSkillHandler::skillInfo(int skill, int level) const
  123. {
  124. return objects[skill]->getDescription(level);
  125. }
  126. const std::string & CSkillHandler::skillName(int skill) const
  127. {
  128. return objects[skill]->name;
  129. }
  130. CSkill * CSkillHandler::loadFromJson(const JsonNode & json, const std::string & identifier, size_t index)
  131. {
  132. CSkill * skill = nullptr;
  133. for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
  134. {
  135. if(NSecondarySkill::names[id].compare(identifier) == 0)
  136. {
  137. skill = new CSkill(SecondarySkill(id));
  138. break;
  139. }
  140. }
  141. if(!skill)
  142. {
  143. logMod->error("unknown secondary skill %s", identifier);
  144. throw std::runtime_error("invalid skill");
  145. }
  146. skill->name = json["name"].String();
  147. for(int level = 1; level < NSecondarySkill::levels.size(); level++)
  148. {
  149. const std::string & levelName = NSecondarySkill::levels[level]; // basic, advanced, expert
  150. const JsonNode & levelNode = json[levelName];
  151. // parse bonus effects
  152. for(auto b : levelNode["effects"].Struct())
  153. {
  154. auto bonus = JsonUtils::parseBonus(b.second);
  155. bonus->sid = skill->id;
  156. skill->addNewBonus(bonus, level);
  157. }
  158. skill->setDescription(levelNode["description"].String(), level);
  159. }
  160. logMod->debug("loaded secondary skill %s(%d)", identifier, (int)skill->id);
  161. logMod->trace("%s", skill->toString());
  162. return skill;
  163. }
  164. void CSkillHandler::afterLoadFinalization()
  165. {
  166. }
  167. void CSkillHandler::beforeValidate(JsonNode & object)
  168. {
  169. //handle "base" level info
  170. JsonNode & base = object["base"];
  171. auto inheritNode = [&](const std::string & name){
  172. JsonUtils::inherit(object[name], base);
  173. };
  174. inheritNode("basic");
  175. inheritNode("advanced");
  176. inheritNode("expert");
  177. }
  178. CSkillHandler::~CSkillHandler()
  179. {
  180. }
  181. std::vector<bool> CSkillHandler::getDefaultAllowed() const
  182. {
  183. std::vector<bool> allowedSkills(objects.size(), true);
  184. return allowedSkills;
  185. }