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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):
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| − | [[File:Bonus system.png]]
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| − | == Propagation and inheritance ==
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| − | Assuming the graph of bonus system is temporarily not changing, the bonuses are propagated as follows:
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| − | # 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.
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| − | # 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.
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| − | == Operations on the graph ==
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| − | There are two basic types of operations that can be performed on the graph:
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| − | === Adding a new node ===
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| − | When node is attached to a new black parent <ref>the only possibility -> adding parent is the same as adding a child to it</ref>, the propagation system is triggered and works as follows:
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| − | : For the attached node and its all red ancestors
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| − | :: For every bonus
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| − | ::: Call propagator giving the new descendant -> then attach appropriately bonuses to the red descendant of attached node (or the node itself).
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| − | === Deleting an existing node ===
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| − | Analogically to the adding a new node, just remove propagated bonuses instead of adding them. Then update the hierarchy.
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| − | == Calculating the total value of a bonus ==
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| − | TBD
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