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							- #include "StdInc.h"
 
- #include "CHeroHandler.h"
 
- #include "CGeneralTextHandler.h"
 
- #include "filesystem/Filesystem.h"
 
- #include "VCMI_Lib.h"
 
- #include "JsonNode.h"
 
- #include "StringConstants.h"
 
- #include "BattleHex.h"
 
- #include "CCreatureHandler.h"
 
- #include "CModHandler.h"
 
- #include "CTownHandler.h"
 
- #include "CObjectHandler.h" //for hero specialty
 
- #include <math.h>
 
- /*
 
-  * CHeroHandler.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
 
-  *
 
-  */
 
- SecondarySkill CHeroClass::chooseSecSkill(const std::set<SecondarySkill> & possibles, std::minstd_rand & distr) const //picks secondary skill out from given possibilities
 
- {
 
- 	int totalProb = 0;
 
- 	for(auto & possible : possibles)
 
- 	{
 
- 		totalProb += secSkillProbability[possible];
 
- 	}
 
- 	if (totalProb != 0) // may trigger if set contains only banned skills (0 probability)
 
- 	{
 
- 		int ran = distr()%totalProb;
 
- 		for(auto & possible : possibles)
 
- 		{
 
- 			ran -= secSkillProbability[possible];
 
- 			if(ran<0)
 
- 				return possible;
 
- 		}
 
- 	}
 
- 	// FIXME: select randomly? How H3 handles such rare situation?
 
- 	return *possibles.begin();
 
- }
 
- bool CHeroClass::isMagicHero() const
 
- {
 
- 	return affinity == MAGIC;
 
- }
 
- EAlignment::EAlignment CHeroClass::getAlignment() const
 
- {
 
- 	return EAlignment::EAlignment(VLC->townh->factions[faction]->alignment);
 
- }
 
- CHeroClass::CHeroClass()
 
-  : commander(nullptr)
 
- {
 
- }
 
- std::vector<BattleHex> CObstacleInfo::getBlocked(BattleHex hex) const
 
- {
 
- 	std::vector<BattleHex> ret;
 
- 	if(isAbsoluteObstacle)
 
- 	{
 
- 		assert(!hex.isValid());
 
- 		range::copy(blockedTiles, std::back_inserter(ret));
 
- 		return ret;
 
- 	}
 
- 	for(int offset : blockedTiles)
 
- 	{
 
- 		BattleHex toBlock = hex + offset;
 
- 		if((hex.getY() & 1) && !(toBlock.getY() & 1))
 
- 			toBlock += BattleHex::LEFT;
 
- 		if(!toBlock.isValid())
 
-             logGlobal->errorStream() << "Misplaced obstacle!";
 
- 		else
 
- 			ret.push_back(toBlock);
 
- 	}
 
- 	return ret;
 
- }
 
- bool CObstacleInfo::isAppropriate(ETerrainType terrainType, int specialBattlefield /*= -1*/) const
 
- {
 
- 	if(specialBattlefield != -1)
 
- 		return vstd::contains(allowedSpecialBfields, specialBattlefield);
 
- 	return vstd::contains(allowedTerrains, terrainType);
 
- }
 
- CHeroClass *CHeroClassHandler::loadFromJson(const JsonNode & node)
 
- {
 
- 	std::string affinityStr[2] = { "might", "magic" };
 
- 	auto  heroClass = new CHeroClass();
 
- 	heroClass->imageBattleFemale = node["animation"]["battle"]["female"].String();
 
- 	heroClass->imageBattleMale   = node["animation"]["battle"]["male"].String();
 
- 	heroClass->imageMapFemale    = node["animation"]["map"]["female"].String();
 
- 	heroClass->imageMapMale      = node["animation"]["map"]["male"].String();
 
- 	heroClass->name = node["name"].String();
 
- 	heroClass->affinity = vstd::find_pos(affinityStr, node["affinity"].String());
 
- 	if (heroClass->affinity >= 2) //FIXME: MODS COMPATIBILITY
 
- 		heroClass->affinity = 0;
 
- 	for(const std::string & pSkill : PrimarySkill::names)
 
- 	{
 
- 		heroClass->primarySkillInitial.push_back(node["primarySkills"][pSkill].Float());
 
- 		heroClass->primarySkillLowLevel.push_back(node["lowLevelChance"][pSkill].Float());
 
- 		heroClass->primarySkillHighLevel.push_back(node["highLevelChance"][pSkill].Float());
 
- 	}
 
- 	for(const std::string & secSkill : NSecondarySkill::names)
 
- 	{
 
- 		heroClass->secSkillProbability.push_back(node["secondarySkills"][secSkill].Float());
 
- 	}
 
- 	//FIXME: MODS COMPATIBILITY
 
- 	if (!node["commander"].isNull())
 
- 	{
 
- 		VLC->modh->identifiers.requestIdentifier ("creature", node["commander"],
 
- 		[=](si32 commanderID)
 
- 		{
 
- 			heroClass->commander = VLC->creh->creatures[commanderID];
 
- 		});
 
- 	}
 
- 	heroClass->defaultTavernChance = node["defaultTavern"].Float();
 
- 	for(auto & tavern : node["tavern"].Struct())
 
- 	{
 
- 		int value = tavern.second.Float();
 
- 		VLC->modh->identifiers.requestIdentifier(tavern.second.meta, "faction", tavern.first,
 
- 		[=](si32 factionID)
 
- 		{
 
- 			heroClass->selectionProbability[factionID] = value;
 
- 		});
 
- 	}
 
- 	VLC->modh->identifiers.requestIdentifier("faction", node["faction"],
 
- 	[=](si32 factionID)
 
- 	{
 
- 		heroClass->faction = factionID;
 
- 	});
 
- 	return heroClass;
 
- }
 
- std::vector<JsonNode> CHeroClassHandler::loadLegacyData(size_t dataSize)
 
- {
 
- 	heroClasses.resize(dataSize);
 
- 	std::vector<JsonNode> h3Data;
 
- 	h3Data.reserve(dataSize);
 
- 	CLegacyConfigParser parser("DATA/HCTRAITS.TXT");
 
- 	parser.endLine(); // header
 
- 	parser.endLine();
 
- 	for (size_t i=0; i<dataSize; i++)
 
- 	{
 
- 		JsonNode entry;
 
- 		entry["name"].String() = parser.readString();
 
- 		parser.readNumber(); // unused aggression
 
- 		for (auto & name : PrimarySkill::names)
 
- 			entry["primarySkills"][name].Float() = parser.readNumber();
 
- 		for (auto & name : PrimarySkill::names)
 
- 			entry["lowLevelChance"][name].Float() = parser.readNumber();
 
- 		for (auto & name : PrimarySkill::names)
 
- 			entry["highLevelChance"][name].Float() = parser.readNumber();
 
- 		for (auto & name : NSecondarySkill::names)
 
- 			entry["secondarySkills"][name].Float() = parser.readNumber();
 
- 		for(auto & name : ETownType::names)
 
- 			entry["tavern"][name].Float() = parser.readNumber();
 
- 		parser.endLine();
 
- 		h3Data.push_back(entry);
 
- 	}
 
- 	return h3Data;
 
- }
 
- void CHeroClassHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
 
- {
 
- 	auto object = loadFromJson(data);
 
- 	object->id = heroClasses.size();
 
- 	heroClasses.push_back(object);
 
- 	VLC->modh->identifiers.registerObject(scope, "heroClass", name, object->id);
 
- }
 
- void CHeroClassHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
 
- {
 
- 	auto object = loadFromJson(data);
 
- 	object->id = index;
 
- 	assert(heroClasses[index] == nullptr); // ensure that this id was not loaded before
 
- 	heroClasses[index] = object;
 
- 	VLC->modh->identifiers.registerObject(scope, "heroClass", name, object->id);
 
- }
 
- void CHeroClassHandler::afterLoadFinalization()
 
- {
 
- 	// for each pair <class, town> set selection probability if it was not set before in tavern entries
 
- 	for (CHeroClass * heroClass : heroClasses)
 
- 	{
 
- 		for (CFaction * faction : VLC->townh->factions)
 
- 		{
 
- 			if (!faction->town)
 
- 				continue;
 
- 			if (heroClass->selectionProbability.count(faction->index))
 
- 				continue;
 
- 			float chance = heroClass->defaultTavernChance * faction->town->defaultTavernChance;
 
- 			heroClass->selectionProbability[faction->index] = static_cast<int>(sqrt(chance) + 0.5); //FIXME: replace with std::round once MVS supports it
 
- 		}
 
- 	}
 
- 	ObjectTemplate base = VLC->dobjinfo->pickCandidates(Obj::HERO, 0).front();
 
- 	for (CHeroClass * hc : heroClasses)
 
- 	{
 
- 		base.animationFile = hc->imageMapMale;
 
- 		base.subid = hc->id;
 
- 		// replace existing (if any) and add new template.
 
- 		// Necessary for objects added via mods that don't have any templates in H3
 
- 		VLC->dobjinfo->eraseAll(Obj::HERO, hc->id);
 
- 		VLC->dobjinfo->registerTemplate(base);
 
- 	}
 
- }
 
- std::vector<bool> CHeroClassHandler::getDefaultAllowed() const
 
- {
 
- 	return std::vector<bool>(heroClasses.size(), true);
 
- }
 
- CHeroClassHandler::~CHeroClassHandler()
 
- {
 
- 	for(auto heroClass : heroClasses)
 
- 	{
 
- 		delete heroClass.get();
 
- 	}
 
- }
 
- CHeroHandler::~CHeroHandler()
 
- {
 
- 	for(auto hero : heroes)
 
- 		delete hero.get();
 
- }
 
- CHeroHandler::CHeroHandler()
 
- {
 
- 	VLC->heroh = this;
 
- 	for (int i = 0; i < GameConstants::SKILL_QUANTITY; ++i)
 
- 	{
 
- 		VLC->modh->identifiers.registerObject("core", "skill", NSecondarySkill::names[i], i);
 
- 	}
 
- 	loadObstacles();
 
- 	loadTerrains();
 
- 	loadBallistics();
 
- 	loadExperience();
 
- }
 
- CHero * CHeroHandler::loadFromJson(const JsonNode & node)
 
- {
 
- 	auto  hero = new CHero;
 
- 	hero->sex = node["female"].Bool();
 
- 	hero->special = node["special"].Bool();
 
- 	hero->name        = node["texts"]["name"].String();
 
- 	hero->biography   = node["texts"]["biography"].String();
 
- 	hero->specName    = node["texts"]["specialty"]["name"].String();
 
- 	hero->specTooltip = node["texts"]["specialty"]["tooltip"].String();
 
- 	hero->specDescr   = node["texts"]["specialty"]["description"].String();
 
- 	hero->iconSpecSmall = node["images"]["specialtySmall"].String();
 
- 	hero->iconSpecLarge = node["images"]["specialtyLarge"].String();
 
- 	hero->portraitSmall = node["images"]["small"].String();
 
- 	hero->portraitLarge = node["images"]["large"].String();
 
- 	loadHeroArmy(hero, node);
 
- 	loadHeroSkills(hero, node);
 
- 	loadHeroSpecialty(hero, node);
 
- 	VLC->modh->identifiers.requestIdentifier("heroClass", node["class"],
 
- 	[=](si32 classID)
 
- 	{
 
- 		hero->heroClass = classes.heroClasses[classID];
 
- 	});
 
- 	return hero;
 
- }
 
- void CHeroHandler::loadHeroArmy(CHero * hero, const JsonNode & node)
 
- {
 
- 	assert(node["army"].Vector().size() <= 3); // anything bigger is useless - army initialization uses up to 3 slots
 
- 	hero->initialArmy.resize(node["army"].Vector().size());
 
- 	for (size_t i=0; i< hero->initialArmy.size(); i++)
 
- 	{
 
- 		const JsonNode & source = node["army"].Vector()[i];
 
- 		hero->initialArmy[i].minAmount = source["min"].Float();
 
- 		hero->initialArmy[i].maxAmount = source["max"].Float();
 
- 		assert(hero->initialArmy[i].minAmount <= hero->initialArmy[i].maxAmount);
 
- 		VLC->modh->identifiers.requestIdentifier("creature", source["creature"], [=](si32 creature)
 
- 		{
 
- 			hero->initialArmy[i].creature = CreatureID(creature);
 
- 		});
 
- 	}
 
- }
 
- void CHeroHandler::loadHeroSkills(CHero * hero, const JsonNode & node)
 
- {
 
- 	for(const JsonNode &set : node["skills"].Vector())
 
- 	{
 
- 		int skillLevel = boost::range::find(NSecondarySkill::levels, set["level"].String()) - std::begin(NSecondarySkill::levels);
 
- 		if (skillLevel < SecSkillLevel::LEVELS_SIZE)
 
- 		{
 
- 			size_t currentIndex = hero->secSkillsInit.size();
 
- 			hero->secSkillsInit.push_back(std::make_pair(SecondarySkill(-1), skillLevel));
 
- 			VLC->modh->identifiers.requestIdentifier("skill", set["skill"], [=](si32 id)
 
- 			{
 
- 				hero->secSkillsInit[currentIndex].first = SecondarySkill(id);
 
- 			});
 
- 		}
 
- 		else
 
- 		{
 
- 			logGlobal->errorStream() << "Unknown skill level: " <<set["level"].String();
 
- 		}
 
- 	}
 
- 	// spellbook is considered present if hero have "spellbook" entry even when this is an empty set (0 spells)
 
- 	hero->haveSpellBook = !node["spellbook"].isNull();
 
- 	for(const JsonNode & spell : node["spellbook"].Vector())
 
- 	{
 
- 		VLC->modh->identifiers.requestIdentifier("spell", spell,
 
- 		[=](si32 spellID)
 
- 		{
 
- 			hero->spells.insert(SpellID(spellID));
 
- 		});
 
- 	}
 
- }
 
- void CHeroHandler::loadHeroSpecialty(CHero * hero, const JsonNode & node)
 
- {
 
- 	//deprecated, used only for original spciealties
 
- 	for(const JsonNode &specialty : node["specialties"].Vector())
 
- 	{
 
- 		SSpecialtyInfo spec;
 
- 		spec.type = specialty["type"].Float();
 
- 		spec.val = specialty["val"].Float();
 
- 		spec.subtype = specialty["subtype"].Float();
 
- 		spec.additionalinfo = specialty["info"].Float();
 
- 		hero->spec.push_back(spec); //put a copy of dummy
 
- 	}
 
- 	//new format, using bonus system
 
- 	for(const JsonNode &specialty : node["specialty"].Vector())
 
- 	{
 
- 		SSpecialtyBonus hs;
 
- 		hs.growsWithLevel = specialty["growsWithLevel"].Bool();
 
- 		for (const JsonNode & bonus : specialty["bonuses"].Vector())
 
- 		{
 
- 			auto b = JsonUtils::parseBonus(bonus);
 
- 			hs.bonuses.push_back (b);
 
- 		}
 
- 		hero->specialty.push_back (hs); //now, how to get CGHeroInstance from it?
 
- 	}
 
- }
 
- void CHeroHandler::loadExperience()
 
- {
 
- 	expPerLevel.push_back(0);
 
- 	expPerLevel.push_back(1000);
 
- 	expPerLevel.push_back(2000);
 
- 	expPerLevel.push_back(3200);
 
- 	expPerLevel.push_back(4600);
 
- 	expPerLevel.push_back(6200);
 
- 	expPerLevel.push_back(8000);
 
- 	expPerLevel.push_back(10000);
 
- 	expPerLevel.push_back(12200);
 
- 	expPerLevel.push_back(14700);
 
- 	expPerLevel.push_back(17500);
 
- 	expPerLevel.push_back(20600);
 
- 	expPerLevel.push_back(24320);
 
- 	expPerLevel.push_back(28784);
 
- 	expPerLevel.push_back(34140);
 
- 	while (expPerLevel[expPerLevel.size() - 1] > expPerLevel[expPerLevel.size() - 2])
 
- 	{
 
- 		int i = expPerLevel.size() - 1;
 
- 		expPerLevel.push_back (expPerLevel[i] + (expPerLevel[i] - expPerLevel[i-1]) * 1.2);
 
- 	}
 
- 	expPerLevel.pop_back();//last value is broken
 
- }
 
- void CHeroHandler::loadObstacles()
 
- {
 
- 	auto loadObstacles = [](const JsonNode &node, bool absolute, std::map<int, CObstacleInfo> &out)
 
- 	{
 
- 		for(const JsonNode &obs : node.Vector())
 
- 		{
 
- 			int ID = obs["id"].Float();
 
- 			CObstacleInfo & obi = out[ID];
 
- 			obi.ID = ID;
 
- 			obi.defName = obs["defname"].String();
 
- 			obi.width = obs["width"].Float();
 
- 			obi.height = obs["height"].Float();
 
- 			obi.allowedTerrains = obs["allowedTerrain"].convertTo<std::vector<ETerrainType> >();
 
- 			obi.allowedSpecialBfields = obs["specialBattlefields"].convertTo<std::vector<BFieldType> >();
 
- 			obi.blockedTiles = obs["blockedTiles"].convertTo<std::vector<si16> >();
 
- 			obi.isAbsoluteObstacle = absolute;
 
- 		}
 
- 	};
 
- 	const JsonNode config(ResourceID("config/obstacles.json"));
 
- 	loadObstacles(config["obstacles"], false, obstacles);
 
- 	loadObstacles(config["absoluteObstacles"], true, absoluteObstacles);
 
- 	//loadObstacles(config["moats"], true, moats);
 
- }
 
- /// convert h3-style ID (e.g. Gobin Wolf Rider) to vcmi (e.g. goblinWolfRider)
 
- static std::string genRefName(std::string input)
 
- {
 
- 	boost::algorithm::replace_all(input, " ", ""); //remove spaces
 
- 	input[0] = std::tolower(input[0]); // to camelCase
 
- 	return input;
 
- }
 
- void CHeroHandler::loadBallistics()
 
- {
 
- 	CLegacyConfigParser ballParser("DATA/BALLIST.TXT");
 
- 	ballParser.endLine(); //header
 
- 	ballParser.endLine();
 
- 	do
 
- 	{
 
- 		ballParser.readString();
 
- 		ballParser.readString();
 
- 		CHeroHandler::SBallisticsLevelInfo bli;
 
- 		bli.keep   = ballParser.readNumber();
 
- 		bli.tower  = ballParser.readNumber();
 
- 		bli.gate   = ballParser.readNumber();
 
- 		bli.wall   = ballParser.readNumber();
 
- 		bli.shots  = ballParser.readNumber();
 
- 		bli.noDmg  = ballParser.readNumber();
 
- 		bli.oneDmg = ballParser.readNumber();
 
- 		bli.twoDmg = ballParser.readNumber();
 
- 		bli.sum    = ballParser.readNumber();
 
- 		ballistics.push_back(bli);
 
- 		assert(bli.noDmg + bli.oneDmg + bli.twoDmg == 100 && bli.sum == 100);
 
- 	}
 
- 	while (ballParser.endLine());
 
- }
 
- std::vector<JsonNode> CHeroHandler::loadLegacyData(size_t dataSize)
 
- {
 
- 	heroes.resize(dataSize);
 
- 	std::vector<JsonNode> h3Data;
 
- 	h3Data.reserve(dataSize);
 
- 	CLegacyConfigParser specParser("DATA/HEROSPEC.TXT");
 
- 	CLegacyConfigParser bioParser("DATA/HEROBIOS.TXT");
 
- 	CLegacyConfigParser parser("DATA/HOTRAITS.TXT");
 
- 	parser.endLine(); //ignore header
 
- 	parser.endLine();
 
- 	specParser.endLine(); //ignore header
 
- 	specParser.endLine();
 
- 	for (int i=0; i<GameConstants::HEROES_QUANTITY; i++)
 
- 	{
 
- 		JsonNode heroData;
 
- 		heroData["texts"]["name"].String() = parser.readString();
 
- 		heroData["texts"]["biography"].String() = bioParser.readString();
 
- 		heroData["texts"]["specialty"]["name"].String() = specParser.readString();
 
- 		heroData["texts"]["specialty"]["tooltip"].String() = specParser.readString();
 
- 		heroData["texts"]["specialty"]["description"].String() = specParser.readString();
 
- 		for(int x=0;x<3;x++)
 
- 		{
 
- 			JsonNode armySlot;
 
- 			armySlot["min"].Float() = parser.readNumber();
 
- 			armySlot["max"].Float() = parser.readNumber();
 
- 			armySlot["creature"].String() = genRefName(parser.readString());
 
- 			heroData["army"].Vector().push_back(armySlot);
 
- 		}
 
- 		parser.endLine();
 
- 		specParser.endLine();
 
- 		bioParser.endLine();
 
- 		h3Data.push_back(heroData);
 
- 	}
 
- 	return h3Data;
 
- }
 
- void CHeroHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
 
- {
 
- 	auto object = loadFromJson(data);
 
- 	object->ID = HeroTypeID(heroes.size());
 
- 	object->imageIndex = heroes.size() + 30; // 2 special frames + some extra portraits
 
- 	heroes.push_back(object);
 
- 	VLC->modh->identifiers.registerObject(scope, "hero", name, object->ID.getNum());
 
- }
 
- void CHeroHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
 
- {
 
- 	auto object = loadFromJson(data);
 
- 	object->ID = HeroTypeID(index);
 
- 	object->imageIndex = index;
 
- 	assert(heroes[index] == nullptr); // ensure that this id was not loaded before
 
- 	heroes[index] = object;
 
- 	VLC->modh->identifiers.registerObject(scope, "hero", name, object->ID.getNum());
 
- }
 
- ui32 CHeroHandler::level (ui64 experience) const
 
- {
 
- 	return boost::range::upper_bound(expPerLevel, experience) - std::begin(expPerLevel);
 
- }
 
- ui64 CHeroHandler::reqExp (ui32 level) const
 
- {
 
- 	if(!level)
 
- 		return 0;
 
- 	if (level <= expPerLevel.size())
 
- 	{
 
- 		return expPerLevel[level-1];
 
- 	}
 
- 	else
 
- 	{
 
-         logGlobal->warnStream() << "A hero has reached unsupported amount of experience";
 
- 		return expPerLevel[expPerLevel.size()-1];
 
- 	}
 
- }
 
- void CHeroHandler::loadTerrains()
 
- {
 
- 	const JsonNode config(ResourceID("config/terrains.json"));
 
- 	terrCosts.reserve(GameConstants::TERRAIN_TYPES);
 
- 	for(const std::string & name : GameConstants::TERRAIN_NAMES)
 
- 		terrCosts.push_back(config[name]["moveCost"].Float());
 
- }
 
- std::vector<bool> CHeroHandler::getDefaultAllowed() const
 
- {
 
- 	// Look Data/HOTRAITS.txt for reference
 
- 	std::vector<bool> allowedHeroes;
 
- 	allowedHeroes.reserve(heroes.size());
 
- 	for(const CHero * hero : heroes)
 
- 	{
 
- 		allowedHeroes.push_back(!hero->special);
 
- 	}
 
- 	return allowedHeroes;
 
- }
 
- std::vector<bool> CHeroHandler::getDefaultAllowedAbilities() const
 
- {
 
- 	std::vector<bool> allowedAbilities;
 
- 	allowedAbilities.resize(GameConstants::SKILL_QUANTITY, true);
 
- 	return allowedAbilities;
 
- }
 
 
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