Difference between revisions of "Bonus system"

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The bonus system of VCMI is a set of mechanisms that make handling of different bonuses for heroes, towns, players and units easier. The system consists of a set of nodes representing objects that can be a source or a subject of a bonus and two directed acyclic graphs (DAGs) representing inheritance and propagation of bonuses.
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Here is a brief sketch of the system (black arrows indicate the direction of inheritance and red arrows the direction of propagation):
 
 
 
[[File:Bonus system.png]]
 
 
 
 
 
== Propagation and inheritance ==
 
 
 
Assuming the graph of bonus system is temporarily not changing, the bonuses are propagated as follows:
 
# We take all bonuses by precedence in red DAG (more accurate description is not yet specified) and using their propagators we apply them to appropriate red children. Propagators default to none.
 
# We take all bonuses by precedence in black DAG (more accurate description to be specified) and apply them to all black children with respect to limiters. A limiter can specify that inheritance should be stopped at a certain node, default is to propagate to all black children.
 
 
 
== Operations on the graph ==
 
 
 
There are two basic types of operations that can be performed on the graph:
 
 
 
=== Adding a new node ===
 
 
 
When adding a new node, it has to be attached to some other part of system. When node is attached to a new black parent, the propagation system is triggered and works as follows:
 
: For the attached node and its all red ancestors
 
:: For every bonus
 
::: Call propagator giving the new descendant -> then attach appropriately bonuses to the red descendant of attached node (or the node itself).
 
 
 
=== Deleting an existing node ===
 
 
 
Analogically to the adding a new node, just remove propagated bonuses instead of adding them. Then update the hierarchy.
 
 
 
== Calculating the total value of a bonus ==
 
 
 
TBD
 

Latest revision as of 16:04, 16 July 2024

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