Bonus system

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Revision as of 19:02, 16 December 2010 by Tow dragon (talk | contribs) (Propagation and inheritance)
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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.

Here is a brief sketch of the system (black arrows indicate the direction of inheritance and red arrows the direction of propagation):

Bonus system.png


Propagation and inheritance

Assuming the graph of bonus system is temporarily not changing, the bonuses are propagated as follows:

  1. 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.
  2. 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

TBD

Deleting an existing node

TBD

Calculating the total value of a bonus

TBD