|
|
(20 intermediate revisions by 3 users 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]]
| |
− | | |
− | | |
− | == 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 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.
| |
− | | |
− | == Calculating the total value of a bonus ==
| |
− | | |
− | TBD
| |
− | | |
− | == [[List of all bonus types]] ==
| |
− | | |
− | == Automatic generation of bonus description ==
| |
− | | |
− | TBD
| |
− | | |
− | =Notes=
| |
− | <references/>
| |