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vcmi/lib/HeroBonus.cpp

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2012-12-19 17:54:10 +03:00
/*
* HeroBonus.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "HeroBonus.h"
#include "VCMI_Lib.h"
#include "spells/CSpellHandler.h"
#include "CCreatureHandler.h"
#include "CCreatureSet.h"
#include "CHeroHandler.h"
#include "CTownHandler.h"
#include "CGeneralTextHandler.h"
#include "CSkillHandler.h"
#include "CStack.h"
#include "CArtHandler.h"
#include "StringConstants.h"
#include "battle/BattleInfo.h"
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#define FOREACH_PARENT(pname) TNodes lparents; getParents(lparents); for(CBonusSystemNode *pname : lparents)
#define FOREACH_CPARENT(pname) TCNodes lparents; getParents(lparents); for(const CBonusSystemNode *pname : lparents)
#define FOREACH_RED_CHILD(pname) TNodes lchildren; getRedChildren(lchildren); for(CBonusSystemNode *pname : lchildren)
#define FOREACH_RED_PARENT(pname) TNodes lparents; getRedParents(lparents); for(CBonusSystemNode *pname : lparents)
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#define BONUS_NAME(x) { #x, Bonus::x },
const std::map<std::string, Bonus::BonusType> bonusNameMap = { BONUS_LIST };
#undef BONUS_NAME
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#define BONUS_VALUE(x) { #x, Bonus::x },
const std::map<std::string, Bonus::ValueType> bonusValueMap = { BONUS_VALUE_LIST };
#undef BONUS_VALUE
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#define BONUS_SOURCE(x) { #x, Bonus::x },
const std::map<std::string, Bonus::BonusSource> bonusSourceMap = { BONUS_SOURCE_LIST };
#undef BONUS_SOURCE
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#define BONUS_ITEM(x) { #x, Bonus::x },
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const std::map<std::string, ui16> bonusDurationMap =
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{
BONUS_ITEM(PERMANENT)
BONUS_ITEM(ONE_BATTLE)
BONUS_ITEM(ONE_DAY)
BONUS_ITEM(ONE_WEEK)
BONUS_ITEM(N_TURNS)
BONUS_ITEM(N_DAYS)
BONUS_ITEM(UNTIL_BEING_ATTACKED)
BONUS_ITEM(UNTIL_ATTACK)
BONUS_ITEM(STACK_GETS_TURN)
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BONUS_ITEM(COMMANDER_KILLED)
{ "UNITL_BEING_ATTACKED", Bonus::UNTIL_BEING_ATTACKED }//typo, but used in some mods
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};
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const std::map<std::string, Bonus::LimitEffect> bonusLimitEffect =
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{
BONUS_ITEM(NO_LIMIT)
BONUS_ITEM(ONLY_DISTANCE_FIGHT)
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BONUS_ITEM(ONLY_MELEE_FIGHT)
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BONUS_ITEM(ONLY_ENEMY_ARMY)
};
const std::map<std::string, TLimiterPtr> bonusLimiterMap =
{
{"SHOOTER_ONLY", std::make_shared<HasAnotherBonusLimiter>(Bonus::SHOOTER)},
{"DRAGON_NATURE", std::make_shared<HasAnotherBonusLimiter>(Bonus::DRAGON_NATURE)},
{"IS_UNDEAD", std::make_shared<HasAnotherBonusLimiter>(Bonus::UNDEAD)},
{"CREATURE_NATIVE_TERRAIN", std::make_shared<CreatureTerrainLimiter>()}
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};
const std::map<std::string, TPropagatorPtr> bonusPropagatorMap =
{
{"BATTLE_WIDE", std::make_shared<CPropagatorNodeType>(CBonusSystemNode::BATTLE)},
{"VISITED_TOWN_AND_VISITOR", std::make_shared<CPropagatorNodeType>(CBonusSystemNode::TOWN_AND_VISITOR)},
{"PLAYER_PROPAGATOR", std::make_shared<CPropagatorNodeType>(CBonusSystemNode::PLAYER)},
{"HERO", std::make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO)},
{"TEAM_PROPAGATOR", std::make_shared<CPropagatorNodeType>(CBonusSystemNode::TEAM)}, //untested
{"GLOBAL_EFFECT", std::make_shared<CPropagatorNodeType>(CBonusSystemNode::GLOBAL_EFFECTS)}
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}; //untested
const std::map<std::string, TUpdaterPtr> bonusUpdaterMap =
{
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{"TIMES_HERO_LEVEL", std::make_shared<TimesHeroLevelUpdater>()},
{"TIMES_STACK_LEVEL", std::make_shared<TimesStackLevelUpdater>()}
};
///CBonusProxy
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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CBonusProxy::CBonusProxy(const IBonusBearer * Target, CSelector Selector)
: cachedLast(0),
target(Target),
selector(Selector),
data()
{
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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CBonusProxy::CBonusProxy(const CBonusProxy & other)
: cachedLast(other.cachedLast),
target(other.target),
selector(other.selector),
data(other.data)
{
}
CBonusProxy::CBonusProxy(CBonusProxy && other)
: cachedLast(0),
target(other.target),
selector(),
data()
{
std::swap(cachedLast, other.cachedLast);
std::swap(selector, other.selector);
std::swap(data, other.data);
}
CBonusProxy & CBonusProxy::operator=(const CBonusProxy & other)
{
cachedLast = other.cachedLast;
selector = other.selector;
data = other.data;
return *this;
}
CBonusProxy & CBonusProxy::operator=(CBonusProxy && other)
{
std::swap(cachedLast, other.cachedLast);
std::swap(selector, other.selector);
std::swap(data, other.data);
return *this;
}
TBonusListPtr CBonusProxy::get() const
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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if(target->getTreeVersion() != cachedLast || !data)
{
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//TODO: support limiters
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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data = target->getAllBonuses(selector, Selector::all);
cachedLast = target->getTreeVersion();
}
return data;
}
const BonusList * CBonusProxy::operator->() const
{
return get().get();
}
CAddInfo::CAddInfo()
{
}
CAddInfo::CAddInfo(si32 value)
{
if(value != CAddInfo::NONE)
push_back(value);
}
bool CAddInfo::operator==(si32 value) const
{
switch(size())
{
case 0:
return value == CAddInfo::NONE;
case 1:
return operator[](0) == value;
default:
return false;
}
}
bool CAddInfo::operator!=(si32 value) const
{
return !operator==(value);
}
si32 & CAddInfo::operator[](size_type pos)
{
if(pos >= size())
resize(pos + 1, CAddInfo::NONE);
return vector::operator[](pos);
}
si32 CAddInfo::operator[](size_type pos) const
{
return pos < size() ? vector::operator[](pos) : CAddInfo::NONE;
}
std::string CAddInfo::toString() const
{
return toJsonNode().toJson(true);
}
JsonNode CAddInfo::toJsonNode() const
{
if(size() < 2)
{
return JsonUtils::intNode(operator[](0));
}
else
{
JsonNode node(JsonNode::JsonType::DATA_VECTOR);
for(si32 value : *this)
node.Vector().push_back(JsonUtils::intNode(value));
return node;
}
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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std::atomic<int32_t> CBonusSystemNode::treeChanged(1);
const bool CBonusSystemNode::cachingEnabled = true;
BonusList::BonusList(bool BelongsToTree) : belongsToTree(BelongsToTree)
{
}
BonusList::BonusList(const BonusList &bonusList)
{
bonuses.resize(bonusList.size());
std::copy(bonusList.begin(), bonusList.end(), bonuses.begin());
belongsToTree = false;
}
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BonusList::BonusList(BonusList&& other):
belongsToTree(false)
{
std::swap(belongsToTree, other.belongsToTree);
std::swap(bonuses, other.bonuses);
}
BonusList& BonusList::operator=(const BonusList &bonusList)
{
bonuses.resize(bonusList.size());
std::copy(bonusList.begin(), bonusList.end(), bonuses.begin());
belongsToTree = false;
return *this;
}
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void BonusList::changed()
{
if(belongsToTree)
CBonusSystemNode::treeHasChanged();
}
void BonusList::stackBonuses()
{
boost::sort(bonuses, [](std::shared_ptr<Bonus> b1, std::shared_ptr<Bonus> b2) -> bool
{
if(b1 == b2)
return false;
#define COMPARE_ATT(ATT) if(b1->ATT != b2->ATT) return b1->ATT < b2->ATT
COMPARE_ATT(stacking);
COMPARE_ATT(type);
COMPARE_ATT(subtype);
COMPARE_ATT(valType);
#undef COMPARE_ATT
return b1->val > b2->val;
});
// remove non-stacking
size_t next = 1;
while(next < bonuses.size())
{
bool remove;
const std::shared_ptr<Bonus> last = bonuses[next-1];
const std::shared_ptr<Bonus> current = bonuses[next];
if(current->stacking.empty())
remove = current == last;
else if(current->stacking == "ALWAYS")
remove = false;
else
remove = current->stacking == last->stacking
&& current->type == last->type
&& current->subtype == last->subtype
&& current->valType == last->valType;
if(remove)
bonuses.erase(bonuses.begin() + next);
else
next++;
}
}
int BonusList::totalValue() const
{
int base = 0;
int percentToBase = 0;
int percentToAll = 0;
int additive = 0;
int indepMax = 0;
bool hasIndepMax = false;
int indepMin = 0;
bool hasIndepMin = false;
for(std::shared_ptr<Bonus> b : bonuses)
{
switch(b->valType)
{
case Bonus::BASE_NUMBER:
base += b->val;
break;
case Bonus::PERCENT_TO_ALL:
percentToAll += b->val;
break;
case Bonus::PERCENT_TO_BASE:
percentToBase += b->val;
break;
case Bonus::ADDITIVE_VALUE:
additive += b->val;
break;
case Bonus::INDEPENDENT_MAX:
if (!hasIndepMax)
{
indepMax = b->val;
hasIndepMax = true;
}
else
{
vstd::amax(indepMax, b->val);
}
break;
case Bonus::INDEPENDENT_MIN:
if (!hasIndepMin)
{
indepMin = b->val;
hasIndepMin = true;
}
else
{
vstd::amin(indepMin, b->val);
}
break;
}
}
int modifiedBase = base + (base * percentToBase) / 100;
modifiedBase += additive;
int valFirst = (modifiedBase * (100 + percentToAll)) / 100;
if(hasIndepMin && hasIndepMax)
assert(indepMin < indepMax);
const int notIndepBonuses = boost::count_if(bonuses, [](const std::shared_ptr<Bonus>& b)
{
return b->valType != Bonus::INDEPENDENT_MAX && b->valType != Bonus::INDEPENDENT_MIN;
});
if (hasIndepMax)
{
if(notIndepBonuses)
vstd::amax(valFirst, indepMax);
else
valFirst = indepMax;
}
if (hasIndepMin)
{
if(notIndepBonuses)
vstd::amin(valFirst, indepMin);
else
valFirst = indepMin;
}
return valFirst;
}
std::shared_ptr<Bonus> BonusList::getFirst(const CSelector &select)
{
for (auto & b : bonuses)
{
if(select(b.get()))
return b;
}
return nullptr;
}
const std::shared_ptr<Bonus> BonusList::getFirst(const CSelector &selector) const
{
for (auto & b : bonuses)
{
if(selector(b.get()))
return b;
}
return nullptr;
}
void BonusList::getBonuses(BonusList & out, const CSelector &selector) const
{
getBonuses(out, selector, nullptr);
}
void BonusList::getBonuses(BonusList & out, const CSelector &selector, const CSelector &limit) const
{
for (auto & b : bonuses)
{
//add matching bonuses that matches limit predicate or have NO_LIMIT if no given predicate
if(selector(b.get()) && ((!limit && b->effectRange == Bonus::NO_LIMIT) || ((bool)limit && limit(b.get()))))
out.push_back(b);
}
}
void BonusList::getAllBonuses(BonusList &out) const
{
for(auto & b : bonuses)
out.push_back(b);
}
int BonusList::valOfBonuses(const CSelector &select) const
{
BonusList ret;
CSelector limit = nullptr;
getBonuses(ret, select, limit);
return ret.totalValue();
}
JsonNode BonusList::toJsonNode() const
{
JsonNode node(JsonNode::JsonType::DATA_VECTOR);
for(std::shared_ptr<Bonus> b : bonuses)
node.Vector().push_back(b->toJsonNode());
return node;
}
void BonusList::push_back(std::shared_ptr<Bonus> x)
{
bonuses.push_back(x);
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changed();
}
BonusList::TInternalContainer::iterator BonusList::erase(const int position)
{
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changed();
return bonuses.erase(bonuses.begin() + position);
}
void BonusList::clear()
{
bonuses.clear();
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changed();
}
std::vector<BonusList*>::size_type BonusList::operator-=(std::shared_ptr<Bonus> const &i)
{
auto itr = std::find(bonuses.begin(), bonuses.end(), i);
if(itr == bonuses.end())
return false;
bonuses.erase(itr);
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changed();
return true;
}
void BonusList::resize(BonusList::TInternalContainer::size_type sz, std::shared_ptr<Bonus> c )
{
bonuses.resize(sz, c);
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changed();
}
void BonusList::insert(BonusList::TInternalContainer::iterator position, BonusList::TInternalContainer::size_type n, std::shared_ptr<Bonus> const &x)
{
bonuses.insert(position, n, x);
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changed();
}
int IBonusBearer::valOfBonuses(Bonus::BonusType type, const CSelector &selector) const
{
return valOfBonuses(Selector::type(type).And(selector));
}
int IBonusBearer::valOfBonuses(Bonus::BonusType type, int subtype) const
{
boost::format fmt("type_%ds_%d");
fmt % (int)type % subtype;
CSelector s = Selector::type(type);
if(subtype != -1)
s = s.And(Selector::subtype(subtype));
return valOfBonuses(s, fmt.str());
}
int IBonusBearer::valOfBonuses(const CSelector &selector, const std::string &cachingStr) const
{
CSelector limit = nullptr;
TBonusListPtr hlp = getAllBonuses(selector, limit, nullptr, cachingStr);
return hlp->totalValue();
}
bool IBonusBearer::hasBonus(const CSelector &selector, const std::string &cachingStr) const
{
return getBonuses(selector, cachingStr)->size() > 0;
}
bool IBonusBearer::hasBonus(const CSelector &selector, const CSelector &limit, const std::string &cachingStr) const
{
return getBonuses(selector, limit, cachingStr)->size() > 0;
}
bool IBonusBearer::hasBonusOfType(Bonus::BonusType type, int subtype) const
{
boost::format fmt("type_%ds_%d");
fmt % (int)type % subtype;
CSelector s = Selector::type(type);
if(subtype != -1)
s = s.And(Selector::subtype(subtype));
return hasBonus(s, fmt.str());
}
const TBonusListPtr IBonusBearer::getBonuses(const CSelector &selector, const std::string &cachingStr) const
{
return getAllBonuses(selector, nullptr, nullptr, cachingStr);
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}
const TBonusListPtr IBonusBearer::getBonuses(const CSelector &selector, const CSelector &limit, const std::string &cachingStr) const
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{
return getAllBonuses(selector, limit, nullptr, cachingStr);
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}
bool IBonusBearer::hasBonusFrom(Bonus::BonusSource source, ui32 sourceID) const
{
boost::format fmt("source_%did_%d");
fmt % (int)source % sourceID;
return hasBonus(Selector::source(source,sourceID), fmt.str());
}
int IBonusBearer::MoraleVal() const
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{
if(hasBonusOfType(Bonus::NON_LIVING) || hasBonusOfType(Bonus::UNDEAD) ||
hasBonusOfType(Bonus::NO_MORALE) || hasBonusOfType(Bonus::SIEGE_WEAPON))
return 0;
int ret = valOfBonuses(Bonus::MORALE);
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if(hasBonusOfType(Bonus::SELF_MORALE)) //eg. minotaur
vstd::amax(ret, +1);
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return vstd::abetween(ret, -3, +3);
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}
int IBonusBearer::LuckVal() const
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{
if(hasBonusOfType(Bonus::NO_LUCK))
return 0;
int ret = valOfBonuses(Bonus::LUCK);
if(hasBonusOfType(Bonus::SELF_LUCK)) //eg. halfling
vstd::amax(ret, +1);
return vstd::abetween(ret, -3, +3);
2010-04-03 06:33:46 +03:00
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
ui32 IBonusBearer::MaxHealth() const
2010-04-03 06:33:46 +03:00
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
const std::string cachingStr = "type_STACK_HEALTH";
static const auto selector = Selector::type(Bonus::STACK_HEALTH);
auto value = valOfBonuses(selector, cachingStr);
return std::max(1, value); //never 0
2010-04-03 06:33:46 +03:00
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
int IBonusBearer::getAttack(bool ranged) const
2010-04-03 06:33:46 +03:00
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
const std::string cachingStr = "type_PRIMARY_SKILLs_ATTACK";
2010-04-03 06:33:46 +03:00
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
static const auto selector = Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
2010-04-03 06:33:46 +03:00
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
return getBonuses(selector, nullptr, cachingStr)->totalValue();
2010-04-03 06:33:46 +03:00
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
int IBonusBearer::getDefence(bool ranged) const
2010-04-03 06:33:46 +03:00
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
const std::string cachingStr = "type_PRIMARY_SKILLs_DEFENSE";
static const auto selector = Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
return getBonuses(selector, nullptr, cachingStr)->totalValue();
2010-04-03 06:33:46 +03:00
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
int IBonusBearer::getMinDamage(bool ranged) const
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_1";
static const auto selector = Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1));
return valOfBonuses(selector, cachingStr);
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
int IBonusBearer::getMaxDamage(bool ranged) const
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_2";
static const auto selector = Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2));
return valOfBonuses(selector, cachingStr);
}
si32 IBonusBearer::manaLimit() const
{
return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
* (100.0 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::INTELLIGENCE))
2013-01-20 15:06:18 +03:00
/ 10.0);
}
int IBonusBearer::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
{
static const CSelector selectorAllSkills = Selector::type(Bonus::PRIMARY_SKILL);
static const std::string keyAllSkills = "type_PRIMARY_SKILL";
auto allSkills = getBonuses(selectorAllSkills, keyAllSkills);
int ret = allSkills->valOfBonuses(Selector::subtype(id));
vstd::amax(ret, id/2); //minimal value is 0 for attack and defense and 1 for spell power and knowledge
return ret;
}
si32 IBonusBearer::magicResistance() const
{
return valOfBonuses(Bonus::MAGIC_RESISTANCE);
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
ui32 IBonusBearer::Speed(int turn, bool useBind) const
2013-07-22 13:39:11 +03:00
{
//war machines cannot move
if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON).And(Selector::turns(turn))))
2013-07-22 13:39:11 +03:00
{
return 0;
2013-07-22 13:39:11 +03:00
}
//bind effect check - doesn't influence stack initiative
if(useBind && hasBonus(Selector::type(Bonus::BIND_EFFECT).And(Selector::turns(turn))))
2013-07-22 13:39:11 +03:00
{
return 0;
}
return valOfBonuses(Selector::type(Bonus::STACKS_SPEED).And(Selector::turns(turn)));
2016-08-18 14:03:20 +02:00
}
2013-07-22 13:39:11 +03:00
bool IBonusBearer::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation
{
static const std::string cachingStr = "IBonusBearer::isLiving";
static const CSelector selector = Selector::type(Bonus::UNDEAD)
.Or(Selector::type(Bonus::NON_LIVING))
.Or(Selector::type(Bonus::SIEGE_WEAPON));
return !hasBonus(selector, cachingStr);
}
const std::shared_ptr<Bonus> IBonusBearer::getBonus(const CSelector &selector) const
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
auto bonuses = getAllBonuses(selector, Selector::all);
return bonuses->getFirst(Selector::all);
}
std::shared_ptr<Bonus> CBonusSystemNode::getBonusLocalFirst(const CSelector &selector)
{
auto ret = bonuses.getFirst(selector);
if(ret)
return ret;
FOREACH_PARENT(pname)
{
ret = pname->getBonusLocalFirst(selector);
if (ret)
return ret;
}
return nullptr;
}
const std::shared_ptr<Bonus> CBonusSystemNode::getBonusLocalFirst( const CSelector &selector ) const
{
return (const_cast<CBonusSystemNode*>(this))->getBonusLocalFirst(selector);
}
void CBonusSystemNode::getParents(TCNodes & out) const /*retrieves list of parent nodes (nodes to inherit bonuses from) */
{
for (auto & elem : parents)
{
const CBonusSystemNode *parent = elem;
out.insert(parent);
}
}
void CBonusSystemNode::getParents(TNodes &out)
{
for (auto & elem : parents)
{
const CBonusSystemNode *parent = elem;
out.insert(const_cast<CBonusSystemNode*>(parent));
}
}
void CBonusSystemNode::getBonusesRec(BonusList &out, const CSelector &selector, const CSelector &limit) const
{
BonusList beforeUpdate;
FOREACH_CPARENT(p)
{
p->getBonusesRec(beforeUpdate, selector, limit);
}
bonuses.getBonuses(beforeUpdate, selector, limit);
for(auto b : beforeUpdate)
out.push_back(update(b));
}
void CBonusSystemNode::getAllBonusesRec(BonusList &out) const
{
BonusList beforeUpdate;
FOREACH_CPARENT(p)
{
p->getAllBonusesRec(beforeUpdate);
}
bonuses.getAllBonuses(beforeUpdate);
for(auto b : beforeUpdate)
out.push_back(update(b));
}
const TBonusListPtr CBonusSystemNode::getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root, const std::string &cachingStr) const
{
bool limitOnUs = (!root || root == this); //caching won't work when we want to limit bonuses against an external node
if (CBonusSystemNode::cachingEnabled && limitOnUs)
{
// Exclusive access for one thread
static boost::mutex m;
boost::mutex::scoped_lock lock(m);
// If the bonus system tree changes(state of a single node or the relations to each other) then
// cache all bonus objects. Selector objects doesn't matter.
if (cachedLast != treeChanged)
{
cachedBonuses.clear();
cachedRequests.clear();
BonusList allBonuses;
getAllBonusesRec(allBonuses);
limitBonuses(allBonuses, cachedBonuses);
cachedBonuses.stackBonuses();
cachedLast = treeChanged;
}
// If a bonus system request comes with a caching string then look up in the map if there are any
// pre-calculated bonus results. Limiters can't be cached so they have to be calculated.
if (cachingStr != "")
{
auto it = cachedRequests.find(cachingStr);
if(it != cachedRequests.end())
{
//Cached list contains bonuses for our query with applied limiters
return it->second;
}
}
//We still don't have the bonuses (didn't returned them from cache)
//Perform bonus selection
auto ret = std::make_shared<BonusList>();
cachedBonuses.getBonuses(*ret, selector, limit);
// Save the results in the cache
if(cachingStr != "")
cachedRequests[cachingStr] = ret;
return ret;
}
else
{
return getAllBonusesWithoutCaching(selector, limit, root);
}
}
const TBonusListPtr CBonusSystemNode::getAllBonusesWithoutCaching(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root) const
{
auto ret = std::make_shared<BonusList>();
// Get bonus results without caching enabled.
BonusList beforeLimiting, afterLimiting;
getAllBonusesRec(beforeLimiting);
if(!root || root == this)
{
limitBonuses(beforeLimiting, afterLimiting);
}
else if(root)
{
//We want to limit our query against an external node. We get all its bonuses,
// add the ones we're considering and see if they're cut out by limiters
BonusList rootBonuses, limitedRootBonuses;
getAllBonusesRec(rootBonuses);
for(auto b : beforeLimiting)
rootBonuses.push_back(b);
root->limitBonuses(rootBonuses, limitedRootBonuses);
for(auto b : beforeLimiting)
if(vstd::contains(limitedRootBonuses, b))
afterLimiting.push_back(b);
}
afterLimiting.getBonuses(*ret, selector, limit);
ret->stackBonuses();
return ret;
}
const std::shared_ptr<Bonus> CBonusSystemNode::update(const std::shared_ptr<Bonus> b) const
{
if(b->updater)
return b->updater->update(b, *this);
return b;
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
CBonusSystemNode::CBonusSystemNode()
: bonuses(true),
exportedBonuses(true),
nodeType(UNKNOWN),
cachedLast(0)
{
}
CBonusSystemNode::CBonusSystemNode(ENodeTypes NodeType)
: bonuses(true),
exportedBonuses(true),
nodeType(NodeType),
cachedLast(0)
{
}
CBonusSystemNode::CBonusSystemNode(CBonusSystemNode && other):
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bonuses(std::move(other.bonuses)),
exportedBonuses(std::move(other.exportedBonuses)),
nodeType(other.nodeType),
description(other.description),
cachedLast(0)
{
std::swap(parents, other.parents);
std::swap(children, other.children);
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//fixing bonus tree without recalculation
for(CBonusSystemNode * n : parents)
{
n->children -= &other;
n->children.push_back(this);
}
for(CBonusSystemNode * n : children)
{
n->parents -= &other;
n->parents.push_back(this);
}
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//cache ignored
//cachedBonuses
//cachedRequests
}
CBonusSystemNode::~CBonusSystemNode()
{
detachFromAll();
if(children.size())
{
while(children.size())
children.front()->detachFrom(this);
}
}
void CBonusSystemNode::attachTo(CBonusSystemNode *parent)
{
assert(!vstd::contains(parents, parent));
parents.push_back(parent);
if(parent->actsAsBonusSourceOnly())
parent->newRedDescendant(this);
else
newRedDescendant(parent);
parent->newChildAttached(this);
CBonusSystemNode::treeHasChanged();
}
void CBonusSystemNode::detachFrom(CBonusSystemNode *parent)
{
assert(vstd::contains(parents, parent));
if(parent->actsAsBonusSourceOnly())
parent->removedRedDescendant(this);
else
removedRedDescendant(parent);
parents -= parent;
parent->childDetached(this);
CBonusSystemNode::treeHasChanged();
}
void CBonusSystemNode::removeBonusesRecursive(const CSelector & s)
{
removeBonuses(s);
for(CBonusSystemNode * child : children)
child->removeBonusesRecursive(s);
}
void CBonusSystemNode::reduceBonusDurations(const CSelector &s)
{
BonusList bl;
exportedBonuses.getBonuses(bl, s, Selector::all);
for(auto b : bl)
{
b->turnsRemain--;
if(b->turnsRemain <= 0)
removeBonus(b);
}
for(CBonusSystemNode *child : children)
child->reduceBonusDurations(s);
}
void CBonusSystemNode::addNewBonus(const std::shared_ptr<Bonus>& b)
{
//turnsRemain shouldn't be zero for following durations
if(Bonus::NTurns(b.get()) || Bonus::NDays(b.get()) || Bonus::OneWeek(b.get()))
{
assert(b->turnsRemain);
}
assert(!vstd::contains(exportedBonuses, b));
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exportedBonuses.push_back(b);
exportBonus(b);
CBonusSystemNode::treeHasChanged();
}
void CBonusSystemNode::accumulateBonus(const std::shared_ptr<Bonus>& b)
{
auto bonus = exportedBonuses.getFirst(Selector::typeSubtype(b->type, b->subtype)); //only local bonuses are interesting //TODO: what about value type?
if(bonus)
bonus->val += b->val;
else
addNewBonus(std::make_shared<Bonus>(*b)); //duplicate needed, original may get destroyed
}
void CBonusSystemNode::removeBonus(const std::shared_ptr<Bonus>& b)
{
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exportedBonuses -= b;
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if(b->propagator)
unpropagateBonus(b);
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else
bonuses -= b;
CBonusSystemNode::treeHasChanged();
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}
void CBonusSystemNode::removeBonuses(const CSelector & selector)
{
BonusList toRemove;
exportedBonuses.getBonuses(toRemove, selector, Selector::all);
for(auto bonus : toRemove)
removeBonus(bonus);
}
bool CBonusSystemNode::actsAsBonusSourceOnly() const
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{
switch(nodeType)
{
case CREATURE:
case ARTIFACT:
case ARTIFACT_INSTANCE:
return true;
default:
return false;
}
}
void CBonusSystemNode::propagateBonus(std::shared_ptr<Bonus> b)
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{
if(b->propagator->shouldBeAttached(this))
{
bonuses.push_back(b);
logBonus->trace("#$# %s #propagated to# %s", b->Description(), nodeName());
}
FOREACH_RED_CHILD(child)
child->propagateBonus(b);
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}
void CBonusSystemNode::unpropagateBonus(std::shared_ptr<Bonus> b)
{
if(b->propagator->shouldBeAttached(this))
{
bonuses -= b;
logBonus->trace("#$# %s #is no longer propagated to# %s", b->Description(), nodeName());
}
FOREACH_RED_CHILD(child)
child->unpropagateBonus(b);
}
void CBonusSystemNode::newChildAttached(CBonusSystemNode *child)
{
assert(!vstd::contains(children, child));
children.push_back(child);
}
void CBonusSystemNode::childDetached(CBonusSystemNode *child)
{
if (vstd::contains(children, child))
children -= child;
else
{
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logBonus->error("Error! %s #cannot be detached from# %s", child->nodeName(), nodeName());
throw std::runtime_error("internal error");
}
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}
void CBonusSystemNode::detachFromAll()
{
while(parents.size())
detachFrom(parents.front());
}
bool CBonusSystemNode::isIndependentNode() const
{
return parents.empty() && children.empty();
}
std::string CBonusSystemNode::nodeName() const
{
return description.size()
? description
: std::string("Bonus system node of type ") + typeid(*this).name();
}
void CBonusSystemNode::deserializationFix()
{
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exportBonuses();
}
void CBonusSystemNode::getRedParents(TNodes &out)
{
FOREACH_PARENT(pname)
{
if(pname->actsAsBonusSourceOnly())
{
out.insert(pname);
}
}
if(!actsAsBonusSourceOnly())
{
for(CBonusSystemNode *child : children)
{
out.insert(child);
}
}
}
void CBonusSystemNode::getRedChildren(TNodes &out)
{
FOREACH_PARENT(pname)
{
if(!pname->actsAsBonusSourceOnly())
{
out.insert(pname);
}
}
if(actsAsBonusSourceOnly())
{
for(CBonusSystemNode *child : children)
{
out.insert(child);
}
}
}
void CBonusSystemNode::newRedDescendant(CBonusSystemNode *descendant)
{
for(auto b : exportedBonuses)
if(b->propagator)
descendant->propagateBonus(b);
FOREACH_RED_PARENT(parent)
parent->newRedDescendant(descendant);
}
void CBonusSystemNode::removedRedDescendant(CBonusSystemNode *descendant)
{
for(auto b : exportedBonuses)
if(b->propagator)
descendant->unpropagateBonus(b);
FOREACH_RED_PARENT(parent)
parent->removedRedDescendant(descendant);
}
void CBonusSystemNode::getRedAncestors(TNodes &out)
{
getRedParents(out);
FOREACH_RED_PARENT(p)
p->getRedAncestors(out);
}
void CBonusSystemNode::getRedDescendants(TNodes &out)
{
getRedChildren(out);
FOREACH_RED_CHILD(c)
c->getRedChildren(out);
}
void CBonusSystemNode::exportBonus(std::shared_ptr<Bonus> b)
{
if(b->propagator)
propagateBonus(b);
else
bonuses.push_back(b);
CBonusSystemNode::treeHasChanged();
}
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void CBonusSystemNode::exportBonuses()
{
for(auto b : exportedBonuses)
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exportBonus(b);
}
CBonusSystemNode::ENodeTypes CBonusSystemNode::getNodeType() const
{
return nodeType;
}
const BonusList& CBonusSystemNode::getBonusList() const
{
return bonuses;
}
const TNodesVector& CBonusSystemNode::getParentNodes() const
{
return parents;
}
const TNodesVector& CBonusSystemNode::getChildrenNodes() const
{
return children;
}
void CBonusSystemNode::setNodeType(CBonusSystemNode::ENodeTypes type)
{
nodeType = type;
}
BonusList& CBonusSystemNode::getExportedBonusList()
{
return exportedBonuses;
}
const std::string& CBonusSystemNode::getDescription() const
{
return description;
}
void CBonusSystemNode::setDescription(const std::string &description)
{
this->description = description;
}
void CBonusSystemNode::limitBonuses(const BonusList &allBonuses, BonusList &out) const
{
assert(&allBonuses != &out); //todo should it work in-place?
BonusList undecided = allBonuses,
&accepted = out;
while(true)
{
int undecidedCount = undecided.size();
for(int i = 0; i < undecided.size(); i++)
{
auto b = undecided[i];
BonusLimitationContext context = {b, *this, out, undecided};
2013-01-20 15:06:18 +03:00
int decision = b->limiter ? b->limiter->limit(context) : ILimiter::ACCEPT; //bonuses without limiters will be accepted by default
if(decision == ILimiter::DISCARD)
{
undecided.erase(i);
i--; continue;
}
else if(decision == ILimiter::ACCEPT)
{
accepted.push_back(b);
undecided.erase(i);
i--; continue;
}
else
assert(decision == ILimiter::NOT_SURE);
}
if(undecided.size() == undecidedCount) //we haven't moved a single bonus -> limiters reached a stable state
return;
}
}
TBonusListPtr CBonusSystemNode::limitBonuses(const BonusList &allBonuses) const
{
auto ret = std::make_shared<BonusList>();
limitBonuses(allBonuses, *ret);
return ret;
}
void CBonusSystemNode::treeHasChanged()
{
treeChanged++;
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
int64_t CBonusSystemNode::getTreeVersion() const
{
int64_t ret = treeChanged;
return ret << 32;
}
int NBonus::valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype)
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{
if(obj)
return obj->valOfBonuses(type, subtype);
return 0;
}
bool NBonus::hasOfType(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype)
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{
if(obj)
return obj->hasBonusOfType(type, subtype);
return false;
}
std::string Bonus::Description() const
{
std::ostringstream str;
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if(description.empty())
{
if(stacking.empty() || stacking == "ALWAYS")
{
switch(source)
{
case ARTIFACT:
str << VLC->arth->artifacts[sid]->Name();
break;
case SPELL_EFFECT:
str << SpellID(sid).toSpell()->name;
break;
case CREATURE_ABILITY:
str << VLC->creh->creatures[sid]->namePl;
break;
case SECONDARY_SKILL:
str << VLC->skillh->skillName(sid);
break;
case HERO_SPECIAL:
str << VLC->heroh->heroes[sid]->name;
break;
default:
//todo: handle all possible sources
str << "Unknown";
break;
}
}
else
str << stacking;
}
else
{
str << description;
}
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if(val != 0)
str << " " << std::showpos << val;
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return str.str();
}
JsonNode subtypeToJson(Bonus::BonusType type, int subtype)
{
switch(type)
{
case Bonus::PRIMARY_SKILL:
return JsonUtils::stringNode("primSkill." + PrimarySkill::names[subtype]);
case Bonus::SECONDARY_SKILL_PREMY:
return JsonUtils::stringNode(CSkillHandler::encodeSkillWithType(subtype));
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case Bonus::SPECIAL_SPELL_LEV:
case Bonus::SPECIFIC_SPELL_DAMAGE:
case Bonus::SPECIAL_BLESS_DAMAGE:
case Bonus::MAXED_SPELL:
case Bonus::SPECIAL_PECULIAR_ENCHANT:
return JsonUtils::stringNode("spell." + (*VLC->spellh)[SpellID::ESpellID(subtype)]->identifier);
case Bonus::IMPROVED_NECROMANCY:
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case Bonus::SPECIAL_UPGRADE:
return JsonUtils::stringNode("creature." + CreatureID::encode(subtype));
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case Bonus::GENERATE_RESOURCE:
return JsonUtils::stringNode("resource." + GameConstants::RESOURCE_NAMES[subtype]);
default:
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return JsonUtils::intNode(subtype);
}
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}
JsonNode additionalInfoToJson(Bonus::BonusType type, CAddInfo addInfo)
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{
switch(type)
{
case Bonus::SPECIAL_UPGRADE:
return JsonUtils::stringNode("creature." + CreatureID::encode(addInfo[0]));
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default:
return addInfo.toJsonNode();
}
}
JsonNode durationToJson(ui16 duration)
{
std::vector<std::string> durationNames;
for(ui16 durBit = 1; durBit; durBit = durBit << 1)
{
if(duration & durBit)
durationNames.push_back(vstd::findKey(bonusDurationMap, durBit));
}
if(durationNames.size() == 1)
{
return JsonUtils::stringNode(durationNames[0]);
}
else
{
JsonNode node(JsonNode::JsonType::DATA_VECTOR);
for(std::string dur : durationNames)
node.Vector().push_back(JsonUtils::stringNode(dur));
return node;
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}
}
JsonNode Bonus::toJsonNode() const
{
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JsonNode root(JsonNode::JsonType::DATA_STRUCT);
// only add values that might reasonably be found in config files
root["type"].String() = vstd::findKey(bonusNameMap, type);
if(subtype != -1)
root["subtype"] = subtypeToJson(type, subtype);
if(additionalInfo != CAddInfo::NONE)
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root["addInfo"] = additionalInfoToJson(type, additionalInfo);
if(val != 0)
root["val"].Integer() = val;
if(valType != ADDITIVE_VALUE)
root["valueType"].String() = vstd::findKey(bonusValueMap, valType);
if(stacking != "")
root["stacking"].String() = stacking;
if(description != "")
root["description"].String() = description;
if(effectRange != NO_LIMIT)
root["effectRange"].String() = vstd::findKey(bonusLimitEffect, effectRange);
if(duration != PERMANENT)
root["duration"] = durationToJson(duration);
if(turnsRemain)
root["turns"].Integer() = turnsRemain;
if(limiter)
root["limiters"] = limiter->toJsonNode();
if(updater)
root["updater"] = updater->toJsonNode();
if(propagator)
root["propagator"].String() = vstd::findKey(bonusPropagatorMap, propagator);
return root;
}
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std::string Bonus::nameForBonus() const
{
switch(type)
{
case Bonus::PRIMARY_SKILL:
return PrimarySkill::names[subtype];
case Bonus::SECONDARY_SKILL_PREMY:
return CSkillHandler::encodeSkill(subtype);
2017-09-15 00:48:34 +02:00
case Bonus::SPECIAL_SPELL_LEV:
case Bonus::SPECIFIC_SPELL_DAMAGE:
case Bonus::SPECIAL_BLESS_DAMAGE:
case Bonus::MAXED_SPELL:
case Bonus::SPECIAL_PECULIAR_ENCHANT:
return (*VLC->spellh)[SpellID::ESpellID(subtype)]->identifier;
case Bonus::SPECIAL_UPGRADE:
return CreatureID::encode(subtype) + "2" + CreatureID::encode(additionalInfo[0]);
2017-09-15 00:48:34 +02:00
case Bonus::GENERATE_RESOURCE:
return GameConstants::RESOURCE_NAMES[subtype];
case Bonus::STACKS_SPEED:
return "speed";
default:
return vstd::findKey(bonusNameMap, type);
}
}
Bonus::Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype)
: duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), sid(ID), description(Desc)
{
turnsRemain = 0;
valType = ADDITIVE_VALUE;
effectRange = NO_LIMIT;
boost::algorithm::trim(description);
}
Bonus::Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, si32 Subtype, ValueType ValType)
: duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), sid(ID), valType(ValType)
{
turnsRemain = 0;
effectRange = NO_LIMIT;
}
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Bonus::Bonus()
{
duration = PERMANENT;
turnsRemain = 0;
type = NONE;
subtype = -1;
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valType = ADDITIVE_VALUE;
effectRange = NO_LIMIT;
val = 0;
source = OTHER;
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sid = 0;
2010-11-20 02:03:31 +02:00
}
std::shared_ptr<Bonus> Bonus::addPropagator(TPropagatorPtr Propagator)
{
propagator = Propagator;
return this->shared_from_this();
}
namespace Selector
{
DLL_LINKAGE CSelectFieldEqual<Bonus::BonusType> type(&Bonus::type);
DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> subtype(&Bonus::subtype);
DLL_LINKAGE CSelectFieldEqual<CAddInfo> info(&Bonus::additionalInfo);
DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> sourceType(&Bonus::source);
DLL_LINKAGE CSelectFieldEqual<Bonus::LimitEffect> effectRange(&Bonus::effectRange);
DLL_LINKAGE CWillLastTurns turns;
DLL_LINKAGE CWillLastDays days;
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CSelector DLL_LINKAGE typeSubtype(Bonus::BonusType Type, TBonusSubtype Subtype)
{
return type(Type).And(subtype(Subtype));
}
CSelector DLL_LINKAGE typeSubtypeInfo(Bonus::BonusType type, TBonusSubtype subtype, CAddInfo info)
{
return CSelectFieldEqual<Bonus::BonusType>(&Bonus::type)(type)
.And(CSelectFieldEqual<TBonusSubtype>(&Bonus::subtype)(subtype))
.And(CSelectFieldEqual<CAddInfo>(&Bonus::additionalInfo)(info));
}
CSelector DLL_LINKAGE source(Bonus::BonusSource source, ui32 sourceID)
{
return CSelectFieldEqual<Bonus::BonusSource>(&Bonus::source)(source)
.And(CSelectFieldEqual<ui32>(&Bonus::sid)(sourceID));
}
CSelector DLL_LINKAGE sourceTypeSel(Bonus::BonusSource source)
{
return CSelectFieldEqual<Bonus::BonusSource>(&Bonus::source)(source);
}
CSelector DLL_LINKAGE valueType(Bonus::ValueType valType)
{
return CSelectFieldEqual<Bonus::ValueType>(&Bonus::valType)(valType);
}
DLL_LINKAGE CSelector all([](const Bonus * b){return true;});
DLL_LINKAGE CSelector none([](const Bonus * b){return false;});
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bool DLL_LINKAGE matchesType(const CSelector &sel, Bonus::BonusType type)
{
Bonus dummy;
dummy.type = type;
return sel(&dummy);
}
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bool DLL_LINKAGE matchesTypeSubtype(const CSelector &sel, Bonus::BonusType type, TBonusSubtype subtype)
{
Bonus dummy;
dummy.type = type;
dummy.subtype = subtype;
return sel(&dummy);
}
}
const CStack * retrieveStackBattle(const CBonusSystemNode * node)
{
switch(node->getNodeType())
{
case CBonusSystemNode::STACK_BATTLE:
return static_cast<const CStack*>(node);
default:
return nullptr;
}
}
const CStackInstance * retrieveStackInstance(const CBonusSystemNode * node)
{
switch(node->getNodeType())
{
case CBonusSystemNode::STACK_INSTANCE:
return (static_cast<const CStackInstance *>(node));
case CBonusSystemNode::STACK_BATTLE:
return (static_cast<const CStack*>(node))->base;
default:
return nullptr;
}
}
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const CCreature * retrieveCreature(const CBonusSystemNode *node)
{
switch(node->getNodeType())
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{
case CBonusSystemNode::CREATURE:
return (static_cast<const CCreature *>(node));
case CBonusSystemNode::STACK_BATTLE:
return (static_cast<const CStack*>(node))->type;
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default:
const CStackInstance * csi = retrieveStackInstance(node);
if(csi)
return csi->type;
return nullptr;
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}
}
DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const BonusList &bonusList)
{
for (ui32 i = 0; i < bonusList.size(); i++)
{
auto b = bonusList[i];
out << "Bonus " << i << "\n" << *b << std::endl;
}
return out;
}
DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const Bonus &bonus)
{
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for(auto i = bonusNameMap.cbegin(); i != bonusNameMap.cend(); i++)
if(i->second == bonus.type)
out << "\tType: " << i->first << " \t";
#define printField(field) out << "\t" #field ": " << (int)bonus.field << "\n"
printField(val);
printField(subtype);
printField(duration);
printField(source);
printField(sid);
if(bonus.additionalInfo != CAddInfo::NONE)
out << "\taddInfo: " << bonus.additionalInfo.toString() << "\n";
printField(turnsRemain);
printField(valType);
if(!bonus.stacking.empty())
out << "\tstacking: \"" << bonus.stacking << "\"\n";
printField(effectRange);
#undef printField
if(bonus.limiter)
out << "\tLimiter: " << bonus.limiter->toString() << "\n";
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if(bonus.updater)
out << "\tUpdater: " << bonus.updater->toString() << "\n";
return out;
}
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std::shared_ptr<Bonus> Bonus::addLimiter(TLimiterPtr Limiter)
{
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if (limiter)
{
//If we already have limiter list, retrieve it
auto limiterList = std::dynamic_pointer_cast<AllOfLimiter>(limiter);
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if(!limiterList)
{
//Create a new limiter list with old limiter and the new one will be pushed later
limiterList = std::make_shared<AllOfLimiter>();
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limiterList->add(limiter);
limiter = limiterList;
}
limiterList->add(Limiter);
}
else
{
limiter = Limiter;
}
return this->shared_from_this();
}
ILimiter::~ILimiter()
{
}
int ILimiter::limit(const BonusLimitationContext &context) const /*return true to drop the bonus */
{
return false;
}
std::string ILimiter::toString() const
{
return typeid(*this).name();
}
JsonNode ILimiter::toJsonNode() const
{
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JsonNode root(JsonNode::JsonType::DATA_STRUCT);
root["type"].String() = toString();
return root;
}
int CCreatureTypeLimiter::limit(const BonusLimitationContext &context) const
{
const CCreature *c = retrieveCreature(&context.node);
if(!c)
return true;
return c != creature && (!includeUpgrades || !creature->isMyUpgrade(c));
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//drop bonus if it's not our creature and (we don`t check upgrades or its not our upgrade)
}
CCreatureTypeLimiter::CCreatureTypeLimiter(const CCreature &Creature, bool IncludeUpgrades)
:creature(&Creature), includeUpgrades(IncludeUpgrades)
{
}
CCreatureTypeLimiter::CCreatureTypeLimiter()
{
creature = nullptr;
includeUpgrades = false;
}
void CCreatureTypeLimiter::setCreature (CreatureID id)
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{
creature = VLC->creh->creatures[id];
}
std::string CCreatureTypeLimiter::toString() const
{
boost::format fmt("CCreatureTypeLimiter(creature=%s, includeUpgrades=%s)");
fmt % creature->identifier % (includeUpgrades ? "true" : "false");
return fmt.str();
}
JsonNode CCreatureTypeLimiter::toJsonNode() const
{
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JsonNode root(JsonNode::JsonType::DATA_STRUCT);
root["type"].String() = "CREATURE_TYPE_LIMITER";
root["parameters"].Vector().push_back(JsonUtils::stringNode(creature->identifier));
root["parameters"].Vector().push_back(JsonUtils::boolNode(includeUpgrades));
return root;
}
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HasAnotherBonusLimiter::HasAnotherBonusLimiter( Bonus::BonusType bonus )
: type(bonus), subtype(0), isSubtypeRelevant(false)
{
}
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HasAnotherBonusLimiter::HasAnotherBonusLimiter( Bonus::BonusType bonus, TBonusSubtype _subtype )
: type(bonus), subtype(_subtype), isSubtypeRelevant(true)
{
}
int HasAnotherBonusLimiter::limit(const BonusLimitationContext &context) const
{
CSelector mySelector = isSubtypeRelevant
? Selector::typeSubtype(type, subtype)
: Selector::type(type);
//if we have a bonus of required type accepted, limiter should accept also this bonus
if(context.alreadyAccepted.getFirst(mySelector))
return ACCEPT;
//if there are no matching bonuses pending, we can (and must) reject right away
if(!context.stillUndecided.getFirst(mySelector))
return DISCARD;
//do not accept for now but it may change if more bonuses gets included
return NOT_SURE;
}
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std::string HasAnotherBonusLimiter::toString() const
{
std::string typeName = vstd::findKey(bonusNameMap, type);
if(isSubtypeRelevant)
{
boost::format fmt("HasAnotherBonusLimiter(type=%s, subtype=%d)");
fmt % typeName % subtype;
return fmt.str();
}
else
{
boost::format fmt("HasAnotherBonusLimiter(type=%s)");
fmt % typeName;
return fmt.str();
}
}
JsonNode HasAnotherBonusLimiter::toJsonNode() const
{
JsonNode root(JsonNode::JsonType::DATA_STRUCT);
std::string typeName = vstd::findKey(bonusNameMap, type);
root["type"].String() = "HAS_ANOTHER_BONUS_LIMITER";
root["parameters"].Vector().push_back(JsonUtils::stringNode(typeName));
if(isSubtypeRelevant)
root["parameters"].Vector().push_back(JsonUtils::intNode(subtype));
return root;
}
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IPropagator::~IPropagator()
{
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}
bool IPropagator::shouldBeAttached(CBonusSystemNode *dest)
{
return false;
}
CPropagatorNodeType::CPropagatorNodeType()
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:nodeType(0)
{
}
CPropagatorNodeType::CPropagatorNodeType(int NodeType)
: nodeType(NodeType)
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{
}
bool CPropagatorNodeType::shouldBeAttached(CBonusSystemNode *dest)
{
return nodeType == dest->getNodeType();
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}
CreatureTerrainLimiter::CreatureTerrainLimiter(int TerrainType)
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: terrainType(TerrainType)
{
}
CreatureTerrainLimiter::CreatureTerrainLimiter()
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: terrainType(-1)
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{
}
int CreatureTerrainLimiter::limit(const BonusLimitationContext &context) const
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{
const CStack *stack = retrieveStackBattle(&context.node);
if(stack)
{
if(terrainType == -1)//terrainType not specified = native
return !stack->isOnNativeTerrain();
return !stack->isOnTerrain(terrainType);
}
return true;
//TODO neutral creatues
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}
std::string CreatureTerrainLimiter::toString() const
{
boost::format fmt("CreatureTerrainLimiter(terrainType=%s)");
fmt % (terrainType >= 0 ? GameConstants::TERRAIN_NAMES[terrainType] : "native");
return fmt.str();
}
JsonNode CreatureTerrainLimiter::toJsonNode() const
{
JsonNode root(JsonNode::JsonType::DATA_STRUCT);
root["type"].String() = "CREATURE_TERRAIN_LIMITER";
if(terrainType >= 0)
root["parameters"].Vector().push_back(JsonUtils::stringNode(GameConstants::TERRAIN_NAMES[terrainType]));
return root;
}
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CreatureFactionLimiter::CreatureFactionLimiter(int Faction)
: faction(Faction)
{
}
CreatureFactionLimiter::CreatureFactionLimiter()
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: faction(-1)
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{
}
int CreatureFactionLimiter::limit(const BonusLimitationContext &context) const
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{
const CCreature *c = retrieveCreature(&context.node);
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return !c || c->faction != faction; //drop bonus for non-creatures or non-native residents
}
std::string CreatureFactionLimiter::toString() const
{
boost::format fmt("CreatureFactionLimiter(faction=%s)");
fmt % VLC->townh->factions[faction]->identifier;
return fmt.str();
}
JsonNode CreatureFactionLimiter::toJsonNode() const
{
JsonNode root(JsonNode::JsonType::DATA_STRUCT);
root["type"].String() = "CREATURE_FACTION_LIMITER";
root["parameters"].Vector().push_back(JsonUtils::stringNode(VLC->townh->factions[faction]->identifier));
return root;
}
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CreatureAlignmentLimiter::CreatureAlignmentLimiter()
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: alignment(-1)
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{
}
CreatureAlignmentLimiter::CreatureAlignmentLimiter(si8 Alignment)
: alignment(Alignment)
{
}
int CreatureAlignmentLimiter::limit(const BonusLimitationContext &context) const
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{
const CCreature *c = retrieveCreature(&context.node);
if(!c)
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return true;
switch(alignment)
{
case EAlignment::GOOD:
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return !c->isGood(); //if not good -> return true (drop bonus)
case EAlignment::NEUTRAL:
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return c->isEvil() || c->isGood();
case EAlignment::EVIL:
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return !c->isEvil();
default:
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logBonus->warn("Warning: illegal alignment in limiter!");
return true;
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}
}
std::string CreatureAlignmentLimiter::toString() const
{
boost::format fmt("CreatureAlignmentLimiter(alignment=%s)");
fmt % EAlignment::names[alignment];
return fmt.str();
}
JsonNode CreatureAlignmentLimiter::toJsonNode() const
{
JsonNode root(JsonNode::JsonType::DATA_STRUCT);
root["type"].String() = "CREATURE_ALIGNMENT_LIMITER";
root["parameters"].Vector().push_back(JsonUtils::stringNode(EAlignment::names[alignment]));
return root;
}
RankRangeLimiter::RankRangeLimiter(ui8 Min, ui8 Max)
:minRank(Min), maxRank(Max)
{
}
RankRangeLimiter::RankRangeLimiter()
{
minRank = maxRank = -1;
}
int RankRangeLimiter::limit(const BonusLimitationContext &context) const
{
const CStackInstance * csi = retrieveStackInstance(&context.node);
if(csi)
{
if (csi->getNodeType() == CBonusSystemNode::COMMANDER) //no stack exp bonuses for commander creatures
return true;
return csi->getExpRank() < minRank || csi->getExpRank() > maxRank;
}
return true;
}
int StackOwnerLimiter::limit(const BonusLimitationContext &context) const
{
const CStack * s = retrieveStackBattle(&context.node);
if(s)
return s->owner != owner;
const CStackInstance * csi = retrieveStackInstance(&context.node);
if(csi && csi->armyObj)
return csi->armyObj->tempOwner != owner;
return true;
}
StackOwnerLimiter::StackOwnerLimiter()
: owner(-1)
{
}
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StackOwnerLimiter::StackOwnerLimiter(PlayerColor Owner)
: owner(Owner)
{
}
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// Aggregate/Boolean Limiters
void AggregateLimiter::add(TLimiterPtr limiter)
{
if(limiter)
limiters.push_back(limiter);
}
JsonNode AggregateLimiter::toJsonNode() const
{
JsonNode result(JsonNode::JsonType::DATA_VECTOR);
result.Vector().push_back(JsonUtils::stringNode(getAggregator()));
for(auto l : limiters)
result.Vector().push_back(l->toJsonNode());
return result;
}
const std::string AllOfLimiter::aggregator = "allOf";
const std::string & AllOfLimiter::getAggregator() const
{
return aggregator;
}
int AllOfLimiter::limit(const BonusLimitationContext & context) const
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{
bool wasntSure = false;
for(auto limiter : limiters)
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{
auto result = limiter->limit(context);
if(result == ILimiter::DISCARD)
return result;
if(result == ILimiter::NOT_SURE)
wasntSure = true;
}
return wasntSure ? ILimiter::NOT_SURE : ILimiter::ACCEPT;
}
const std::string AnyOfLimiter::aggregator = "anyOf";
const std::string & AnyOfLimiter::getAggregator() const
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{
return aggregator;
}
int AnyOfLimiter::limit(const BonusLimitationContext & context) const
{
bool wasntSure = false;
for(auto limiter : limiters)
{
auto result = limiter->limit(context);
if(result == ILimiter::ACCEPT)
return result;
if(result == ILimiter::NOT_SURE)
wasntSure = true;
}
return wasntSure ? ILimiter::NOT_SURE : ILimiter::DISCARD;
}
const std::string NoneOfLimiter::aggregator = "noneOf";
const std::string & NoneOfLimiter::getAggregator() const
{
return aggregator;
}
int NoneOfLimiter::limit(const BonusLimitationContext & context) const
{
bool wasntSure = false;
for(auto limiter : limiters)
{
auto result = limiter->limit(context);
if(result == ILimiter::ACCEPT)
return ILimiter::DISCARD;
if(result == ILimiter::NOT_SURE)
wasntSure = true;
}
return wasntSure ? ILimiter::NOT_SURE : ILimiter::ACCEPT;
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}
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// Updaters
std::shared_ptr<Bonus> Bonus::addUpdater(TUpdaterPtr Updater)
{
updater = Updater;
return this->shared_from_this();
}
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IUpdater::~IUpdater()
{
}
const std::shared_ptr<Bonus> IUpdater::update(const std::shared_ptr<Bonus> b, const CBonusSystemNode & context) const
{
return b;
}
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std::string IUpdater::toString() const
{
return typeid(*this).name();
}
JsonNode IUpdater::toJsonNode() const
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{
return JsonNode(JsonNode::JsonType::DATA_NULL);
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}
GrowsWithLevelUpdater::GrowsWithLevelUpdater() : valPer20(0), stepSize(1)
{
}
GrowsWithLevelUpdater::GrowsWithLevelUpdater(int valPer20, int stepSize) : valPer20(valPer20), stepSize(stepSize)
{
}
const std::shared_ptr<Bonus> GrowsWithLevelUpdater::update(const std::shared_ptr<Bonus> b, const CBonusSystemNode & context) const
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{
if(context.getNodeType() == CBonusSystemNode::HERO)
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{
int level = static_cast<const CGHeroInstance &>(context).level;
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int steps = stepSize ? level / stepSize : level;
//rounding follows format for HMM3 creature specialty bonus
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int newVal = (valPer20 * steps + 19) / 20;
//return copy of bonus with updated val
std::shared_ptr<Bonus> newBonus = std::make_shared<Bonus>(*b);
newBonus->val = newVal;
return newBonus;
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}
return b;
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}
std::string GrowsWithLevelUpdater::toString() const
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{
return boost::str(boost::format("GrowsWithLevelUpdater(valPer20=%d, stepSize=%d)") % valPer20 % stepSize);
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}
JsonNode GrowsWithLevelUpdater::toJsonNode() const
{
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JsonNode root(JsonNode::JsonType::DATA_STRUCT);
root["type"].String() = "GROWS_WITH_LEVEL";
root["parameters"].Vector().push_back(JsonUtils::intNode(valPer20));
if(stepSize > 1)
root["parameters"].Vector().push_back(JsonUtils::intNode(stepSize));
return root;
}
TimesHeroLevelUpdater::TimesHeroLevelUpdater()
{
}
const std::shared_ptr<Bonus> TimesHeroLevelUpdater::update(const std::shared_ptr<Bonus> b, const CBonusSystemNode & context) const
{
if(context.getNodeType() == CBonusSystemNode::HERO)
{
int level = static_cast<const CGHeroInstance &>(context).level;
std::shared_ptr<Bonus> newBonus = std::make_shared<Bonus>(*b);
newBonus->val *= level;
return newBonus;
}
return b;
}
std::string TimesHeroLevelUpdater::toString() const
{
return "TimesHeroLevelUpdater";
}
JsonNode TimesHeroLevelUpdater::toJsonNode() const
{
return JsonUtils::stringNode("TIMES_HERO_LEVEL");
}
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TimesStackLevelUpdater::TimesStackLevelUpdater()
{
}
const std::shared_ptr<Bonus> TimesStackLevelUpdater::update(const std::shared_ptr<Bonus> b, const CBonusSystemNode & context) const
{
if(context.getNodeType() == CBonusSystemNode::STACK_INSTANCE)
{
int level = static_cast<const CStackInstance &>(context).getLevel();
std::shared_ptr<Bonus> newBonus = std::make_shared<Bonus>(*b);
newBonus->val *= level;
return newBonus;
}
else if(context.getNodeType() == CBonusSystemNode::STACK_BATTLE)
{
const CStack & stack = static_cast<const CStack &>(context);
//only update if stack doesn't have an instance (summons, war machines)
//otherwise we'd end up multiplying twice
if(stack.base == nullptr)
{
int level = stack.type->level;
std::shared_ptr<Bonus> newBonus = std::make_shared<Bonus>(*b);
newBonus->val *= level;
return newBonus;
}
}
return b;
}
std::string TimesStackLevelUpdater::toString() const
{
return "TimesStackLevelUpdater";
}
JsonNode TimesStackLevelUpdater::toJsonNode() const
{
return JsonUtils::stringNode("TIMES_STACK_LEVEL");
}