|
|
(10 intermediate revisions by one other user not shown) |
Line 1: |
Line 1: |
− | 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. Core of bonus system is defined in HeroBonus.h file.
| + | {{Template:MovedToWebpage|https://vcmi.eu/developers/Bonus_System/}} |
− | | |
− | 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|center]]
| |
− | | |
− | | |
− | == Propagation and inheritance ==
| |
− | | |
− | Each bonus originates from some node in the bonus system, and may have propagator and limiter objects attached to it. Bonuses are shared around as follows:
| |
− | # Bonuses with propagator are propagated to "matching" descendants in the red DAG - which descendants match is determined by the propagator. Bonuses without a propagator will not be propagated.
| |
− | # Bonuses without limiters are inherited by all descendants in the black DAG. If limiters are present, they can restrict inheritance to certain nodes.
| |
− | | |
− | Inheritance is the default means of sharing bonuses. A typical example is an artefact granting a bonus to attack/defense stat, which is inherited by the hero wearing it, and then by creatures in the hero's army.
| |
− | | |
− | A common limiter is by creature - e.g. the hero Eric has a specialty that grants bonuses to attack, defense and speed, but only to griffins.
| |
− | | |
− | Propagation is used when bonuses need to be shared in a different direction than the black DAG for inheritance. E.g. Magi and Archmagi on the battlefield reduce the cost of spells for the controlling hero.
| |
− | | |
− | === Technical Details ===
| |
− | | |
− | * Propagation is done by copying pointers to bonuses to the target nodes.
| |
− | * Inheritance is done on-the-fly when needed, by traversing the black DAG. Results are cached to improve performance.
| |
− | | |
− | == Operations on the graph ==
| |
− | | |
− | There are two basic types of operations that can be performed on the graph:
| |
− | | |
− | === Adding a new node ===
| |
− | | |
− | 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:
| |
− | : 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.
| |
− | | |
− | == Limiters ==
| |
− | | |
− | == Propagators ==
| |
− | | |
− | == Calculating the total value of a bonus ==
| |
− | | |
− | *[[List of bonus value types]]
| |
− | | |
− | {{Bonuses}}
| |
− | | |
− | == Automatic generation of bonus description ==
| |
− | | |
− | TBD
| |
− | | |
− | =Notes=
| |
− | <references/>
| |