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vcmi/lib/BasicTypes.cpp

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/*
* BasicTypes.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 "VCMI_Lib.h"
#include "GameConstants.h"
#include "GameSettings.h"
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#include "JsonNode.h"
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#include "bonuses/BonusList.h"
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#include "bonuses/Bonus.h"
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#include "bonuses/IBonusBearer.h"
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#include <vcmi/Creature.h>
#include <vcmi/Faction.h>
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#include <vcmi/FactionMember.h>
#include <vcmi/FactionService.h>
VCMI_LIB_NAMESPACE_BEGIN
bool INativeTerrainProvider::isNativeTerrain(TerrainId terrain) const
{
auto native = getNativeTerrain();
return native == terrain || native == ETerrainId::ANY_TERRAIN;
}
TerrainId AFactionMember::getNativeTerrain() const
{
constexpr auto any = TerrainId(ETerrainId::ANY_TERRAIN);
const std::string cachingStringNoTerrainPenalty = "type_NO_TERRAIN_PENALTY_sANY";
static const auto selectorNoTerrainPenalty = Selector::typeSubtype(BonusType::NO_TERRAIN_PENALTY, any);
//this code is used in the CreatureTerrainLimiter::limit to setup battle bonuses
//and in the CGHeroInstance::getNativeTerrain() to setup movement bonuses or/and penalties.
return getBonusBearer()->hasBonus(selectorNoTerrainPenalty, cachingStringNoTerrainPenalty)
? any : VLC->factions()->getById(getFaction())->getNativeTerrain();
}
int32_t AFactionMember::magicResistance() const
{
si32 val = getBonusBearer()->valOfBonuses(Selector::type()(BonusType::MAGIC_RESISTANCE));
vstd::amin (val, 100);
return val;
}
int AFactionMember::getAttack(bool ranged) const
{
const std::string cachingStr = "type_PRIMARY_SKILLs_ATTACK";
static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::ATTACK);
return getBonusBearer()->valOfBonuses(selector, cachingStr);
}
int AFactionMember::getDefense(bool ranged) const
{
const std::string cachingStr = "type_PRIMARY_SKILLs_DEFENSE";
static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE);
return getBonusBearer()->valOfBonuses(selector, cachingStr);
}
int AFactionMember::getMinDamage(bool ranged) const
{
const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_1";
static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 1));
return getBonusBearer()->valOfBonuses(selector, cachingStr);
}
int AFactionMember::getMaxDamage(bool ranged) const
{
const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_2";
static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 2));
return getBonusBearer()->valOfBonuses(selector, cachingStr);
}
int AFactionMember::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
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{
static const CSelector selectorAllSkills = Selector::type()(BonusType::PRIMARY_SKILL);
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static const std::string keyAllSkills = "type_PRIMARY_SKILL";
auto allSkills = getBonusBearer()->getBonuses(selectorAllSkills, keyAllSkills);
auto ret = allSkills->valOfBonuses(Selector::subtype()(id));
auto minSkillValue = (id == PrimarySkill::SPELL_POWER || id == PrimarySkill::KNOWLEDGE) ? 1 : 0;
return std::max(ret, minSkillValue); //otherwise, some artifacts may cause negative skill value effect, sp=0 works in old saves
}
int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
{
static const auto unaffectedByMoraleSelector = Selector::type()(BonusType::NON_LIVING).Or(Selector::type()(BonusType::UNDEAD))
.Or(Selector::type()(BonusType::SIEGE_WEAPON)).Or(Selector::type()(BonusType::NO_MORALE));
static const std::string cachingStrUn = "AFactionMember::unaffectedByMoraleSelector";
auto unaffected = getBonusBearer()->hasBonus(unaffectedByMoraleSelector, cachingStrUn);
if(unaffected)
{
if(bonusList && !bonusList->empty())
bonusList = std::make_shared<const BonusList>();
return 0;
}
static const auto moraleSelector = Selector::type()(BonusType::MORALE);
static const std::string cachingStrMor = "type_MORALE";
bonusList = getBonusBearer()->getBonuses(moraleSelector, cachingStrMor);
int32_t maxGoodMorale = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE).size();
int32_t maxBadMorale = -VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE).size();
return std::clamp(bonusList->totalValue(), maxBadMorale, maxGoodMorale);
}
int AFactionMember::luckValAndBonusList(TConstBonusListPtr & bonusList) const
{
if(getBonusBearer()->hasBonusOfType(BonusType::NO_LUCK))
{
if(bonusList && !bonusList->empty())
bonusList = std::make_shared<const BonusList>();
return 0;
}
static const auto luckSelector = Selector::type()(BonusType::LUCK);
static const std::string cachingStrLuck = "type_LUCK";
bonusList = getBonusBearer()->getBonuses(luckSelector, cachingStrLuck);
int32_t maxGoodLuck = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE).size();
int32_t maxBadLuck = -VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE).size();
return std::clamp(bonusList->totalValue(), maxBadLuck, maxGoodLuck);
}
int AFactionMember::moraleVal() const
{
TConstBonusListPtr tmp = nullptr;
return moraleValAndBonusList(tmp);
}
int AFactionMember::luckVal() const
{
TConstBonusListPtr tmp = nullptr;
return luckValAndBonusList(tmp);
}
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ui32 ACreature::getMaxHealth() const
{
const std::string cachingStr = "type_STACK_HEALTH";
static const auto selector = Selector::type()(BonusType::STACK_HEALTH);
auto value = getBonusBearer()->valOfBonuses(selector, cachingStr);
return std::max(1, value); //never 0
}
ui32 ACreature::speed(int turn, bool useBind) const
{
//war machines cannot move
if(getBonusBearer()->hasBonus(Selector::type()(BonusType::SIEGE_WEAPON).And(Selector::turns(turn))))
{
return 0;
}
//bind effect check - doesn't influence stack initiative
if(useBind && getBonusBearer()->hasBonus(Selector::type()(BonusType::BIND_EFFECT).And(Selector::turns(turn))))
{
return 0;
}
return getBonusBearer()->valOfBonuses(Selector::type()(BonusType::STACKS_SPEED).And(Selector::turns(turn)));
}
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bool ACreature::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation
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{
static const std::string cachingStr = "ACreature::isLiving";
static const CSelector selector = Selector::type()(BonusType::UNDEAD)
.Or(Selector::type()(BonusType::NON_LIVING))
.Or(Selector::type()(BonusType::GARGOYLE))
.Or(Selector::type()(BonusType::SIEGE_WEAPON));
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return !getBonusBearer()->hasBonus(selector, cachingStr);
}
VCMI_LIB_NAMESPACE_END