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vcmi/lib/HeroBonus.h

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/*
* HeroBonus.h, 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
*
*/
#pragma once
#include "GameConstants.h"
#include "JsonNode.h"
class CCreature;
struct Bonus;
class IBonusBearer;
class CBonusSystemNode;
class ILimiter;
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class IPropagator;
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class IUpdater;
class BonusList;
typedef std::shared_ptr<BonusList> TBonusListPtr;
typedef std::shared_ptr<const BonusList> TConstBonusListPtr;
typedef std::shared_ptr<ILimiter> TLimiterPtr;
typedef std::shared_ptr<IPropagator> TPropagatorPtr;
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typedef std::shared_ptr<IUpdater> TUpdaterPtr;
typedef std::set<CBonusSystemNode*> TNodes;
typedef std::set<const CBonusSystemNode*> TCNodes;
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typedef std::vector<CBonusSystemNode *> TNodesVector;
class CSelector : std::function<bool(const Bonus*)>
{
typedef std::function<bool(const Bonus*)> TBase;
public:
CSelector() {}
template<typename T>
CSelector(const T &t, //SFINAE trick -> include this c-tor in overload resolution only if parameter is class
//(includes functors, lambdas) or function. Without that VC is going mad about ambiguities.
typename std::enable_if < boost::mpl::or_ < std::is_class<T>, std::is_function<T >> ::value>::type *dummy = nullptr)
: TBase(t)
{}
CSelector(std::nullptr_t)
{}
CSelector And(CSelector rhs) const
{
//lambda may likely outlive "this" (it can be even a temporary) => we copy the OBJECT (not pointer)
auto thisCopy = *this;
return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) && rhs(b); };
}
CSelector Or(CSelector rhs) const
{
auto thisCopy = *this;
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return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) || rhs(b); };
}
bool operator()(const Bonus *b) const
{
return TBase::operator()(b);
}
operator bool() const
{
return !!static_cast<const TBase&>(*this);
}
};
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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class DLL_LINKAGE CBonusProxy
{
public:
CBonusProxy(const IBonusBearer * Target, CSelector Selector);
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(const CBonusProxy & other);
CBonusProxy(CBonusProxy && other);
CBonusProxy & operator=(CBonusProxy && other);
CBonusProxy & operator=(const CBonusProxy & other);
const BonusList * operator->() const;
TConstBonusListPtr getBonusList() const;
protected:
CSelector selector;
const IBonusBearer * target;
mutable int64_t bonusListCachedLast;
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mutable TConstBonusListPtr bonusList[2];
mutable int currentBonusListIndex;
mutable boost::mutex swapGuard;
void swapBonusList(TConstBonusListPtr other) const;
};
class DLL_LINKAGE CTotalsProxy : public CBonusProxy
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{
public:
CTotalsProxy(const IBonusBearer * Target, CSelector Selector, int InitialValue);
CTotalsProxy(const CTotalsProxy & other);
CTotalsProxy(CTotalsProxy && other) = delete;
CTotalsProxy & operator=(const CTotalsProxy & other);
CTotalsProxy & operator=(CTotalsProxy && other) = delete;
int getMeleeValue() const;
int getRangedValue() const;
int getValue() const;
/**
Returns total value of all selected bonuses and sets bonusList as a pointer to the list of selected bonuses
@param bonusList is the out list of all selected bonuses
@return total value of all selected bonuses and 0 otherwise
*/
int getValueAndList(TConstBonusListPtr & bonusList) const;
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private:
int initialValue;
mutable int64_t valueCachedLast;
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mutable int value;
mutable int64_t meleeCachedLast;
mutable int meleeValue;
mutable int64_t rangedCachedLast;
mutable int rangedValue;
};
class DLL_LINKAGE CCheckProxy
{
public:
CCheckProxy(const IBonusBearer * Target, CSelector Selector);
CCheckProxy(const CCheckProxy & other);
CCheckProxy& operator= (const CCheckProxy & other) = default;
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bool getHasBonus() const;
private:
const IBonusBearer * target;
CSelector selector;
mutable int64_t cachedLast;
mutable bool hasBonus;
};
class DLL_LINKAGE CAddInfo : public std::vector<si32>
{
public:
enum { NONE = -1 };
CAddInfo();
CAddInfo(si32 value);
bool operator==(si32 value) const;
bool operator!=(si32 value) const;
si32 & operator[](size_type pos);
si32 operator[](size_type pos) const;
std::string toString() const;
JsonNode toJsonNode() const;
};
#define BONUS_TREE_DESERIALIZATION_FIX if(!h.saving && h.smartPointerSerialization) deserializationFix();
#define BONUS_LIST \
BONUS_NAME(NONE) \
BONUS_NAME(LEVEL_COUNTER) /* for commander artifacts*/ \
BONUS_NAME(MOVEMENT) /*both water/land*/ \
BONUS_NAME(LAND_MOVEMENT) \
BONUS_NAME(SEA_MOVEMENT) \
BONUS_NAME(MORALE) \
BONUS_NAME(LUCK) \
BONUS_NAME(PRIMARY_SKILL) /*uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance*/ \
BONUS_NAME(SIGHT_RADIOUS) /*the correct word is RADIUS, but this one's already used in mods */\
BONUS_NAME(MANA_REGENERATION) /*points per turn apart from normal (1 + mysticism)*/ \
BONUS_NAME(FULL_MANA_REGENERATION) /*all mana points are replenished every day*/ \
BONUS_NAME(NONEVIL_ALIGNMENT_MIX) /*good and neutral creatures can be mixed without morale penalty*/ \
BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \
BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \
BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - subtracted to this part*/ \
BONUS_NAME(FLYING_MOVEMENT) /*value - penalty percentage*/ \
BONUS_NAME(SPELL_DURATION) \
BONUS_NAME(AIR_SPELL_DMG_PREMY) \
BONUS_NAME(EARTH_SPELL_DMG_PREMY) \
BONUS_NAME(FIRE_SPELL_DMG_PREMY) \
BONUS_NAME(WATER_SPELL_DMG_PREMY) \
BONUS_NAME(WATER_WALKING) /*value - penalty percentage*/ \
BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
BONUS_NAME(STACK_HEALTH) \
BONUS_NAME(BLOCK_MORALE) \
BONUS_NAME(BLOCK_LUCK) \
BONUS_NAME(FIRE_SPELLS) \
BONUS_NAME(AIR_SPELLS) \
BONUS_NAME(WATER_SPELLS) \
BONUS_NAME(EARTH_SPELLS) \
BONUS_NAME(GENERATE_RESOURCE) /*daily value, uses subtype (resource type)*/ \
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BONUS_NAME(CREATURE_GROWTH) /*for legion artifacts: value - week growth bonus, subtype - monster level if aplicable*/ \
BONUS_NAME(WHIRLPOOL_PROTECTION) /*hero won't lose army when teleporting through whirlpool*/ \
BONUS_NAME(SPELL) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \
BONUS_NAME(SPELLS_OF_LEVEL) /*hero knows all spells of given level, val - skill level; subtype - level*/ \
BONUS_NAME(BATTLE_NO_FLEEING) /*for shackles of war*/ \
BONUS_NAME(MAGIC_SCHOOL_SKILL) /* //eg. for magic plains terrain, subtype: school of magic (0 - all, 1 - fire, 2 - air, 4 - water, 8 - earth), value - level*/ \
BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
BONUS_NAME(IMPROVED_NECROMANCY) /* raise more powerful creatures: subtype - creature type raised, addInfo - [required necromancy level, required stack level] */ \
BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \
BONUS_NAME(NO_TYPE) \
BONUS_NAME(FLYING) \
BONUS_NAME(SHOOTER) \
BONUS_NAME(CHARGE_IMMUNITY) \
BONUS_NAME(ADDITIONAL_ATTACK) \
BONUS_NAME(UNLIMITED_RETALIATIONS) \
BONUS_NAME(NO_MELEE_PENALTY) \
BONUS_NAME(JOUSTING) /*for champions*/ \
BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature, val - damage bonus percent */ \
BONUS_NAME(KING1) \
BONUS_NAME(KING2) \
BONUS_NAME(KING3) \
BONUS_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \
BONUS_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \
BONUS_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \
BONUS_NAME(SPELL_AFTER_ATTACK) /* subtype - spell id, value - chance %, addInfo[0] - level, addInfo[1] -> [0 - all attacks, 1 - shot only, 2 - melee only] */ \
BONUS_NAME(SPELL_BEFORE_ATTACK) /* subtype - spell id, value - chance %, addInfo[0] - level, addInfo[1] -> [0 - all attacks, 1 - shot only, 2 - melee only] */ \
BONUS_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \
BONUS_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus */ \
BONUS_NAME(BLOCK_MAGIC_ABOVE) /*blocks casting spells of the level > value */ \
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BONUS_NAME(BLOCK_ALL_MAGIC) /*blocks casting spells*/ \
BONUS_NAME(TWO_HEX_ATTACK_BREATH) /*eg. dragons*/ \
BONUS_NAME(SPELL_DAMAGE_REDUCTION) /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/ \
BONUS_NAME(NO_WALL_PENALTY) \
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BONUS_NAME(NON_LIVING) /*eg. golems, cannot be rised or healed, only neutral morale */ \
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BONUS_NAME(RANDOM_SPELLCASTER) /*eg. master genie, val - level*/ \
BONUS_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \
BONUS_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \
BONUS_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \
BONUS_NAME(SPELL_LIKE_ATTACK) /*subtype - spell, value - spell level; range is taken from spell, but damage from creature; eg. magog*/ \
BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \
BONUS_NAME(DAEMON_SUMMONING) /*pit lord, subtype - type of creatures, val - hp per unit*/ \
BONUS_NAME(FIRE_IMMUNITY) /*subtype 0 - all, 1 - all except positive, 2 - only damage spells*/ \
BONUS_NAME(WATER_IMMUNITY) \
BONUS_NAME(EARTH_IMMUNITY) \
BONUS_NAME(AIR_IMMUNITY) \
BONUS_NAME(MIND_IMMUNITY) \
BONUS_NAME(FIRE_SHIELD) \
BONUS_NAME(UNDEAD) \
BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
BONUS_NAME(LIFE_DRAIN) \
BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
BONUS_NAME(RETURN_AFTER_STRIKE) \
BONUS_NAME(SELF_MORALE) /*eg. minotaur*/ \
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BONUS_NAME(SPELLCASTER) /*subtype - spell id, value - level of school, additional info - weighted chance. use SPECIFIC_SPELL_POWER, CREATURE_SPELL_POWER or CREATURE_ENCHANT_POWER for calculating the power*/ \
BONUS_NAME(CATAPULT) \
BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %,// subtype not used, use ONLY_MELEE_FIGHT / DISTANCE_FIGHT*/ \
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BONUS_NAME(DEFENSIVE_STANCE) /* val - bonus to defense while defending */ \
BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \
BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \
BONUS_NAME(FEAR) \
BONUS_NAME(FEARLESS) \
BONUS_NAME(NO_DISTANCE_PENALTY) \
BONUS_NAME(SELF_LUCK) /*halfling*/ \
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BONUS_NAME(ENCHANTER)/* for Enchanter spells, val - skill level, subtype - spell id, additionalInfo - cooldown */ \
BONUS_NAME(HEALER) \
BONUS_NAME(SIEGE_WEAPON) \
BONUS_NAME(HYPNOTIZED) \
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BONUS_NAME(NO_RETALIATION) /*temporary bonus for basilisk, unicorn and scorpicore paralyze*/\
BONUS_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \
BONUS_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \
BONUS_NAME(ALWAYS_MINIMUM_DAMAGE) /*unit does its minimum damage from range; subtype: -1 - any attack, 0 - melee, 1 - ranged, value: additional damage penalty (it'll subtracted from dmg), additional info - multiplicative anti-bonus for dmg in % [eg 20 means that creature will inflict 80% of normal minimal dmg]*/ \
BONUS_NAME(ALWAYS_MAXIMUM_DAMAGE) /*eg. bless effect, subtype: -1 - any attack, 0 - melee, 1 - ranged, value: additional damage, additional info - multiplicative bonus for dmg in %*/ \
BONUS_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \
BONUS_NAME(IN_FRENZY) /*value - level*/ \
BONUS_NAME(SLAYER) /*value - level*/ \
BONUS_NAME(FORGETFULL) /*forgetfulness spell effect, value - level*/ \
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BONUS_NAME(NOT_ACTIVE) /* subtype - spell ID (paralyze, blind, stone gaze) for graphical effect*/ \
BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \
BONUS_NAME(DARKNESS) /*val = radius */ \
BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*subtype = id, val = value per level in percent*/ \
BONUS_NAME(SPECIAL_SPELL_LEV) /*subtype = id, val = value per level in percent*/\
BONUS_NAME(SPELL_DAMAGE) /*val = value*/\
BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
BONUS_NAME(MAXED_SPELL) /*val = id*/\
BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
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BONUS_NAME(SPECIAL_UPGRADE) /*subtype = base, additionalInfo = target */\
BONUS_NAME(DRAGON_NATURE) \
BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\
BONUS_NAME(EXP_MULTIPLIER)/* val - percent of additional exp gained by stack/commander (base value 100)*/\
BONUS_NAME(SHOTS)\
BONUS_NAME(DEATH_STARE) /*subtype 0 - gorgon, 1 - commander*/\
BONUS_NAME(POISON) /*val - max health penalty from poison possible*/\
BONUS_NAME(BIND_EFFECT) /*doesn't do anything particular, works as a marker)*/\
BONUS_NAME(ACID_BREATH) /*additional val damage per creature after attack, additional info - chance in percent*/\
BONUS_NAME(RECEPTIVE) /*accepts friendly spells even with immunity*/\
BONUS_NAME(DIRECT_DAMAGE_IMMUNITY) /*direct damage spells, that is*/\
BONUS_NAME(CASTS) /*how many times creature can cast activated spell*/ \
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BONUS_NAME(SPECIFIC_SPELL_POWER) /* value used for Thunderbolt and Resurrection cast by units, subtype - spell id */\
BONUS_NAME(CREATURE_SPELL_POWER) /* value per unit, divided by 100 (so faerie Dragons have 800)*/ \
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BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells cast by creature */ \
BONUS_NAME(ENCHANTED) /* permanently enchanted with spell subID of level = val, if val > 3 then spell is mass and has level of val-3*/ \
BONUS_NAME(REBIRTH) /* val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) */\
BONUS_NAME(ADDITIONAL_UNITS) /*val of units with id = subtype will be added to hero's army at the beginning of battle */\
BONUS_NAME(SPOILS_OF_WAR) /*val * 10^-6 * gained exp resources of subtype will be given to hero after battle*/\
BONUS_NAME(BLOCK)\
BONUS_NAME(DISGUISED) /* subtype - spell level */\
BONUS_NAME(VISIONS) /* subtype - spell level */\
BONUS_NAME(NO_TERRAIN_PENALTY) /* subtype - terrain type */\
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BONUS_NAME(SOUL_STEAL) /*val - number of units gained per enemy killed, subtype = 0 - gained units survive after battle, 1 - they do not*/ \
BONUS_NAME(TRANSMUTATION) /*val - chance to trigger in %, subtype = 0 - resurrection based on HP, 1 - based on unit count, additional info - target creature ID (attacker default)*/\
BONUS_NAME(SUMMON_GUARDIANS) /*val - amount in % of stack count, subtype = creature ID*/\
BONUS_NAME(CATAPULT_EXTRA_SHOTS) /*val - number of additional shots, requires CATAPULT bonus to work*/\
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BONUS_NAME(RANGED_RETALIATION) /*allows shooters to perform ranged retaliation*/\
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BONUS_NAME(BLOCKS_RANGED_RETALIATION) /*disallows ranged retaliation for shooter unit, BLOCKS_RETALIATION bonus is for melee retaliation only*/\
BONUS_NAME(SECONDARY_SKILL_VAL2) /*for secondary skills that have multiple effects, like eagle eye (max level and chance)*/ \
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BONUS_NAME(MANUAL_CONTROL) /* manually control warmachine with id = subtype, chance = val */ \
BONUS_NAME(WIDE_BREATH) /* initial desigh: dragon breath affecting multiple nearby hexes */\
BONUS_NAME(FIRST_STRIKE) /* first counterattack, then attack if possible */\
BONUS_NAME(SYNERGY_TARGET) /* dummy skill for alternative upgrades mod */\
BONUS_NAME(SHOOTS_ALL_ADJACENT) /* H4 Cyclops-like shoot (attacks all hexes neighboring with target) without spell-like mechanics */\
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BONUS_NAME(BLOCK_MAGIC_BELOW) /*blocks casting spells of the level < value */ \
BONUS_NAME(DESTRUCTION) /*kills extra units after hit, subtype = 0 - kill percentage of units, 1 - kill amount, val = chance in percent to trigger, additional info - amount/percentage to kill*/ \
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BONUS_NAME(SPECIAL_CRYSTAL_GENERATION) /*crystal dragon crystal generation*/ \
BONUS_NAME(NO_SPELLCAST_BY_DEFAULT) /*spellcast will not be default attack option for this creature*/ \
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BONUS_NAME(GARGOYLE) /* gargoyle is special than NON_LIVING, cannot be rised or healed */ \
BONUS_NAME(SPECIAL_ADD_VALUE_ENCHANT) /*specialty spell like Aenin has, increased effect of spell, additionalInfo = value to add*/\
BONUS_NAME(SPECIAL_FIXED_VALUE_ENCHANT) /*specialty spell like Melody has, constant spell effect (i.e. 3 luck), additionalInfo = value to fix.*/\
BONUS_NAME(TOWN_MAGIC_WELL) /*one-time pseudo-bonus to implement Magic Well in the town*/ \
/* end of list */
#define BONUS_SOURCE_LIST \
BONUS_SOURCE(ARTIFACT)\
BONUS_SOURCE(ARTIFACT_INSTANCE)\
BONUS_SOURCE(OBJECT)\
BONUS_SOURCE(CREATURE_ABILITY)\
BONUS_SOURCE(TERRAIN_NATIVE)\
BONUS_SOURCE(TERRAIN_OVERLAY)\
BONUS_SOURCE(SPELL_EFFECT)\
BONUS_SOURCE(TOWN_STRUCTURE)\
BONUS_SOURCE(HERO_BASE_SKILL)\
BONUS_SOURCE(SECONDARY_SKILL)\
BONUS_SOURCE(HERO_SPECIAL)\
BONUS_SOURCE(ARMY)\
BONUS_SOURCE(CAMPAIGN_BONUS)\
BONUS_SOURCE(SPECIAL_WEEK)\
BONUS_SOURCE(STACK_EXPERIENCE)\
BONUS_SOURCE(COMMANDER) /*TODO: consider using simply STACK_INSTANCE */\
BONUS_SOURCE(OTHER) /*used for defensive stance and default value of spell level limit*/
#define BONUS_VALUE_LIST \
BONUS_VALUE(ADDITIVE_VALUE)\
BONUS_VALUE(BASE_NUMBER)\
BONUS_VALUE(PERCENT_TO_ALL)\
BONUS_VALUE(PERCENT_TO_BASE)\
BONUS_VALUE(INDEPENDENT_MAX) /*used for SPELL bonus */\
BONUS_VALUE(INDEPENDENT_MIN) //used for SECONDARY_SKILL_PREMY bonus
/// Struct for handling bonuses of several types. Can be transferred to any hero
struct DLL_LINKAGE Bonus : public std::enable_shared_from_this<Bonus>
{
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enum { EVERY_TYPE = -1 };
enum BonusType
{
#define BONUS_NAME(x) x,
BONUS_LIST
#undef BONUS_NAME
};
enum BonusDuration //when bonus is automatically removed
{
PERMANENT = 1,
ONE_BATTLE = 2, //at the end of battle
ONE_DAY = 4, //at the end of day
ONE_WEEK = 8, //at the end of week (bonus lasts till the end of week, thats NOT 7 days
N_TURNS = 16, //used during battles, after battle bonus is always removed
N_DAYS = 32,
UNTIL_BEING_ATTACKED = 64, /*removed after attack and counterattacks are performed*/
UNTIL_ATTACK = 128, /*removed after attack and counterattacks are performed*/
STACK_GETS_TURN = 256, /*removed when stack gets its turn - used for defensive stance*/
COMMANDER_KILLED = 512
};
enum BonusSource
{
#define BONUS_SOURCE(x) x,
BONUS_SOURCE_LIST
#undef BONUS_SOURCE
};
enum LimitEffect
{
NO_LIMIT = 0,
ONLY_DISTANCE_FIGHT=1, ONLY_MELEE_FIGHT, //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only)
ONLY_ENEMY_ARMY
};
enum ValueType
{
#define BONUS_VALUE(x) x,
BONUS_VALUE_LIST
#undef BONUS_VALUE
};
ui16 duration; //uses BonusDuration values
si16 turnsRemain; //used if duration is N_TURNS, N_DAYS or ONE_WEEK
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BonusType type; //uses BonusType values - says to what is this bonus - 1 byte
TBonusSubtype subtype; //-1 if not applicable - 4 bytes
BonusSource source;//source type" uses BonusSource values - what gave that bonus
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si32 val;
ui32 sid; //source id: id of object/artifact/spell
ValueType valType;
std::string stacking; // bonuses with the same stacking value don't stack (e.g. Angel/Archangel morale bonus)
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CAddInfo additionalInfo;
LimitEffect effectRange; //if not NO_LIMIT, bonus will be omitted by default
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TLimiterPtr limiter;
TPropagatorPtr propagator;
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TUpdaterPtr updater;
TUpdaterPtr propagationUpdater;
std::string description;
Bonus(BonusDuration Duration, BonusType Type, BonusSource Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1);
Bonus(BonusDuration Duration, BonusType Type, BonusSource Src, si32 Val, ui32 ID, si32 Subtype=-1, ValueType ValType = ADDITIVE_VALUE);
Bonus();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & duration;
h & type;
h & subtype;
h & source;
h & val;
h & sid;
h & description;
if(version >= 783)
{
h & additionalInfo;
}
else
{
additionalInfo.resize(1, -1);
h & additionalInfo[0];
}
h & turnsRemain;
h & valType;
if(version >= 784)
{
h & stacking;
}
h & effectRange;
h & limiter;
h & propagator;
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if(version >= 781)
{
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h & updater;
}
if(version >= 801)
{
h & propagationUpdater;
}
if(version < 801 && !h.saving) //Opposite Side bonuses are introduced
{
updateOppositeBonuses();
}
}
template <typename Ptr>
static bool compareByAdditionalInfo(const Ptr& a, const Ptr& b)
{
return a->additionalInfo < b->additionalInfo;
}
static bool NDays(const Bonus *hb)
{
return hb->duration & Bonus::N_DAYS;
}
static bool NTurns(const Bonus *hb)
{
return hb->duration & Bonus::N_TURNS;
}
static bool OneDay(const Bonus *hb)
{
return hb->duration & Bonus::ONE_DAY;
}
static bool OneWeek(const Bonus *hb)
{
return hb->duration & Bonus::ONE_WEEK;
}
static bool OneBattle(const Bonus *hb)
{
return hb->duration & Bonus::ONE_BATTLE;
}
static bool Permanent(const Bonus *hb)
{
return hb->duration & Bonus::PERMANENT;
}
static bool UntilGetsTurn(const Bonus *hb)
{
return hb->duration & Bonus::STACK_GETS_TURN;
}
static bool UntilAttack(const Bonus *hb)
{
return hb->duration & Bonus::UNTIL_ATTACK;
}
static bool UntilBeingAttacked(const Bonus *hb)
{
return hb->duration & Bonus::UNTIL_BEING_ATTACKED;
}
static bool UntilCommanderKilled(const Bonus *hb)
{
return hb->duration & Bonus::COMMANDER_KILLED;
}
inline bool operator == (const BonusType & cf) const
{
return type == cf;
}
inline void operator += (const ui32 Val) //no return
{
val += Val;
}
STRONG_INLINE static ui32 getSid32(ui32 high, ui32 low)
{
return (high << 16) + low;
}
std::string Description() const;
JsonNode toJsonNode() const;
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std::string nameForBonus() const; // generate suitable name for bonus - e.g. for storing in json struct
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std::shared_ptr<Bonus> addLimiter(TLimiterPtr Limiter); //returns this for convenient chain-calls
std::shared_ptr<Bonus> addPropagator(TPropagatorPtr Propagator); //returns this for convenient chain-calls
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std::shared_ptr<Bonus> addUpdater(TUpdaterPtr Updater); //returns this for convenient chain-calls
void updateOppositeBonuses();
};
DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
class DLL_LINKAGE BonusList
{
public:
typedef std::vector<std::shared_ptr<Bonus>> TInternalContainer;
private:
TInternalContainer bonuses;
bool belongsToTree;
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void changed();
public:
typedef TInternalContainer::const_reference const_reference;
typedef TInternalContainer::value_type value_type;
typedef TInternalContainer::const_iterator const_iterator;
typedef TInternalContainer::iterator iterator;
BonusList(bool BelongsToTree = false);
BonusList(const BonusList &bonusList);
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BonusList(BonusList && other);
BonusList& operator=(const BonusList &bonusList);
// wrapper functions of the STL vector container
TInternalContainer::size_type size() const { return bonuses.size(); }
void push_back(std::shared_ptr<Bonus> x);
TInternalContainer::iterator erase (const int position);
void clear();
bool empty() const { return bonuses.empty(); }
void resize(TInternalContainer::size_type sz, std::shared_ptr<Bonus> c = nullptr );
STRONG_INLINE std::shared_ptr<Bonus> &operator[] (TInternalContainer::size_type n) { return bonuses[n]; }
STRONG_INLINE const std::shared_ptr<Bonus> &operator[] (TInternalContainer::size_type n) const { return bonuses[n]; }
std::shared_ptr<Bonus> &back() { return bonuses.back(); }
std::shared_ptr<Bonus> &front() { return bonuses.front(); }
const std::shared_ptr<Bonus> &back() const { return bonuses.back(); }
const std::shared_ptr<Bonus> &front() const { return bonuses.front(); }
// There should be no non-const access to provide solid,robust bonus caching
TInternalContainer::const_iterator begin() const { return bonuses.begin(); }
TInternalContainer::const_iterator end() const { return bonuses.end(); }
TInternalContainer::size_type operator-=(std::shared_ptr<Bonus> const &i);
// BonusList functions
void stackBonuses();
int totalValue() const;
void getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const;
void getAllBonuses(BonusList &out) const;
void getBonuses(BonusList & out, const CSelector &selector) const;
//special find functions
std::shared_ptr<Bonus> getFirst(const CSelector &select);
std::shared_ptr<const Bonus> getFirst(const CSelector &select) const;
int valOfBonuses(const CSelector &select) const;
// conversion / output
JsonNode toJsonNode() const;
// remove_if implementation for STL vector types
template <class Predicate>
void remove_if(Predicate pred)
{
BonusList newList;
for (ui32 i = 0; i < bonuses.size(); i++)
{
auto b = bonuses[i];
if (!pred(b.get()))
newList.push_back(b);
}
bonuses.clear();
bonuses.resize(newList.size());
std::copy(newList.begin(), newList.end(), bonuses.begin());
}
template <class InputIterator>
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void insert(const int position, InputIterator first, InputIterator last);
void insert(TInternalContainer::iterator position, TInternalContainer::size_type n, std::shared_ptr<Bonus> const &x);
template <typename Handler>
void serialize(Handler &h, const int version)
{
h & static_cast<TInternalContainer&>(bonuses);
}
// C++ for range support
auto begin () -> decltype (bonuses.begin())
{
return bonuses.begin();
}
auto end () -> decltype (bonuses.end())
{
return bonuses.end();
}
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};
// Extensions for BOOST_FOREACH to enable iterating of BonusList objects
// Don't touch/call this functions
inline BonusList::iterator range_begin(BonusList & x)
{
return x.begin();
}
inline BonusList::iterator range_end(BonusList & x)
{
return x.end();
}
inline BonusList::const_iterator range_begin(BonusList const &x)
{
return x.begin();
}
inline BonusList::const_iterator range_end(BonusList const &x)
{
return x.end();
}
DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const BonusList &bonusList);
struct BonusLimitationContext
{
std::shared_ptr<const Bonus> b;
const CBonusSystemNode & node;
const BonusList & alreadyAccepted;
const BonusList & stillUndecided;
};
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class DLL_LINKAGE ILimiter
{
public:
enum EDecision {ACCEPT, DISCARD, NOT_SURE};
virtual ~ILimiter();
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virtual int limit(const BonusLimitationContext &context) const; //0 - accept bonus; 1 - drop bonus; 2 - delay (drops eventually)
virtual std::string toString() const;
virtual JsonNode toJsonNode() const;
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template <typename Handler> void serialize(Handler &h, const int version)
{
}
};
class DLL_LINKAGE IBonusBearer
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{
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private:
static CSelector anaffectedByMoraleSelector;
CCheckProxy anaffectedByMorale;
static CSelector moraleSelector;
CTotalsProxy moraleValue;
static CSelector luckSelector;
CTotalsProxy luckValue;
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static CSelector selfMoraleSelector;
CCheckProxy selfMorale;
static CSelector selfLuckSelector;
CCheckProxy selfLuck;
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public:
//new bonusing node interface
// * selector is predicate that tests if HeroBonus matches our criteria
// * root is node on which call was made (nullptr will be replaced with this)
//interface
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IBonusBearer();
virtual ~IBonusBearer() = default;
virtual TConstBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const = 0;
int valOfBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
bool hasBonus(const CSelector &selector, const std::string &cachingStr = "") const;
bool hasBonus(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
TConstBonusListPtr getBonuses(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
TConstBonusListPtr getBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
std::shared_ptr<const Bonus> getBonus(const CSelector &selector) const; //returns any bonus visible on node that matches (or nullptr if none matches)
//legacy interface
int valOfBonuses(Bonus::BonusType type, const CSelector &selector) const;
int valOfBonuses(Bonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then anyt;
bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
bool hasBonusFrom(Bonus::BonusSource source, ui32 sourceID) const;
//various hlp functions for non-trivial values
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
//used for stacks and creatures only
virtual int getMinDamage(bool ranged) const;
virtual int getMaxDamage(bool ranged) const;
virtual int getAttack(bool ranged) const;
virtual int getDefense(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
int MoraleVal() const; //range [-3, +3]
int LuckVal() const; //range [-3, +3]
/**
Returns total value of all morale bonuses and sets bonusList as a pointer to the list of selected bonuses.
@param bonusList is the out param it's list of all selected bonuses
@return total value of all morale in the range [-3, +3] and 0 otherwise
*/
int MoraleValAndBonusList(TConstBonusListPtr & bonusList) const;
int LuckValAndBonusList(TConstBonusListPtr & bonusList) const;
ui32 MaxHealth() const; //get max HP of stack with all modifiers
bool isLiving() const; //non-undead, non-non living or alive
virtual si32 magicResistance() const;
ui32 Speed(int turn = 0, bool useBind = false) const; //get speed of creature with all modificators
si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
int getPrimSkillLevel(PrimarySkill::PrimarySkill id) 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
virtual int64_t getTreeVersion() const = 0;
};
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
class DLL_LINKAGE CBonusSystemNode : public virtual IBonusBearer, public boost::noncopyable
{
public:
enum ENodeTypes
{
NONE = -1,
UNKNOWN, STACK_INSTANCE, STACK_BATTLE, SPECIALTY, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO, PLAYER, TEAM,
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TOWN_AND_VISITOR, BATTLE, COMMANDER, GLOBAL_EFFECTS, ALL_CREATURES, TOWN
};
private:
BonusList bonuses; //wielded bonuses (local or up-propagated here)
BonusList exportedBonuses; //bonuses coming from this node (wielded or propagated away)
TNodesVector parents; //parents -> we inherit bonuses from them, we may attach our bonuses to them
TNodesVector children;
ENodeTypes nodeType;
std::string description;
bool isHypotheticNode;
static const bool cachingEnabled;
mutable BonusList cachedBonuses;
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
mutable int64_t cachedLast;
static std::atomic<int32_t> treeChanged;
// Setting a value to cachingStr before getting any bonuses caches the result for later requests.
// This string needs to be unique, that's why it has to be setted in the following manner:
// [property key]_[value] => only for selector
mutable std::map<std::string, TBonusListPtr > cachedRequests;
mutable boost::mutex sync;
void getAllBonusesRec(BonusList &out) const;
TConstBonusListPtr getAllBonusesWithoutCaching(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr) const;
std::shared_ptr<Bonus> getUpdatedBonus(const std::shared_ptr<Bonus> & b, const TUpdaterPtr updater) const;
public:
explicit CBonusSystemNode();
explicit CBonusSystemNode(bool isHypotetic);
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
explicit CBonusSystemNode(ENodeTypes NodeType);
CBonusSystemNode(CBonusSystemNode && other);
virtual ~CBonusSystemNode();
void limitBonuses(const BonusList &allBonuses, BonusList &out) const; //out will bo populed with bonuses that are not limited here
TBonusListPtr limitBonuses(const BonusList &allBonuses) const; //same as above, returns out by val for convienence
TConstBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const override;
void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from),
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std::shared_ptr<const Bonus> getBonusLocalFirst(const CSelector & selector) const;
//non-const interface
void getParents(TNodes &out); //retrieves list of parent nodes (nodes to inherit bonuses from)
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void getRedParents(TNodes &out); //retrieves list of red parent nodes (nodes bonuses propagate from)
void getRedAncestors(TNodes &out);
void getRedChildren(TNodes &out);
void getRedDescendants(TNodes &out);
void getAllParents(TCNodes & out) const;
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static PlayerColor retrieveNodeOwner(const CBonusSystemNode * node);
std::shared_ptr<Bonus> getBonusLocalFirst(const CSelector & selector);
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void attachTo(CBonusSystemNode *parent);
void detachFrom(CBonusSystemNode *parent);
void detachFromAll();
virtual void addNewBonus(const std::shared_ptr<Bonus>& b);
void accumulateBonus(const std::shared_ptr<Bonus>& b); //add value of bonus with same type/subtype or create new
void newChildAttached(CBonusSystemNode *child);
void childDetached(CBonusSystemNode *child);
void propagateBonus(std::shared_ptr<Bonus> b, const CBonusSystemNode & source);
void unpropagateBonus(std::shared_ptr<Bonus> b);
void removeBonus(const std::shared_ptr<Bonus>& b);
void removeBonuses(const CSelector & selector);
void removeBonusesRecursive(const CSelector & s);
void newRedDescendant(CBonusSystemNode *descendant); //propagation needed
void removedRedDescendant(CBonusSystemNode *descendant); //de-propagation needed
bool isIndependentNode() const; //node is independent when it has no parents nor children
bool actsAsBonusSourceOnly() const;
///updates count of remaining turns and removes outdated bonuses by selector
void reduceBonusDurations(const CSelector &s);
virtual std::string bonusToString(const std::shared_ptr<Bonus>& bonus, bool description) const {return "";}; //description or bonus name
virtual std::string nodeName() const;
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virtual std::string nodeShortInfo() const;
bool isHypothetic() const { return isHypotheticNode; }
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void deserializationFix();
void exportBonus(std::shared_ptr<Bonus> b);
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void exportBonuses();
const BonusList &getBonusList() const;
BonusList & getExportedBonusList();
const BonusList & getExportedBonusList() const;
CBonusSystemNode::ENodeTypes getNodeType() const;
void setNodeType(CBonusSystemNode::ENodeTypes type);
const TNodesVector &getParentNodes() const;
const TNodesVector &getChildrenNodes() const;
const std::string &getDescription() const;
void setDescription(const std::string &description);
static void treeHasChanged();
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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int64_t getTreeVersion() const override;
virtual PlayerColor getOwner() const
{
return PlayerColor::NEUTRAL;
}
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template <typename Handler> void serialize(Handler &h, const int version)
{
// h & bonuses;
h & nodeType;
h & exportedBonuses;
h & description;
BONUS_TREE_DESERIALIZATION_FIX
//h & parents & children;
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}
friend class CBonusProxy;
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};
class DLL_LINKAGE IPropagator
{
public:
virtual ~IPropagator();
virtual bool shouldBeAttached(CBonusSystemNode *dest);
virtual CBonusSystemNode::ENodeTypes getPropagatorType() const;
template <typename Handler> void serialize(Handler &h, const int version)
{}
};
class DLL_LINKAGE CPropagatorNodeType : public IPropagator
{
CBonusSystemNode::ENodeTypes nodeType;
public:
CPropagatorNodeType();
CPropagatorNodeType(CBonusSystemNode::ENodeTypes NodeType);
bool shouldBeAttached(CBonusSystemNode *dest) override;
CBonusSystemNode::ENodeTypes getPropagatorType() const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & nodeType;
}
};
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namespace NBonus
{
//set of methods that may be safely called with nullptr objs
DLL_LINKAGE int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any
DLL_LINKAGE bool hasOfType(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1);//determines if hero has a bonus of given type (and optionally subtype)
}
template<typename T>
class CSelectFieldEqual
{
T Bonus::*ptr;
public:
CSelectFieldEqual(T Bonus::*Ptr)
: ptr(Ptr)
{
}
CSelector operator()(const T &valueToCompareAgainst) const
{
auto ptr2 = ptr; //We need a COPY because we don't want to reference this (might be outlived by lambda)
return [ptr2, valueToCompareAgainst](const Bonus *bonus)
{
return bonus->*ptr2 == valueToCompareAgainst;
};
}
};
template<typename T> //can be same, needed for subtype field
class CSelectFieldEqualOrEvery
{
T Bonus::*ptr;
T val;
public:
CSelectFieldEqualOrEvery(T Bonus::*Ptr, const T &Val)
: ptr(Ptr), val(Val)
{
}
bool operator()(const Bonus *bonus) const
{
return (bonus->*ptr == val) || (bonus->*ptr == static_cast<T>(Bonus::EVERY_TYPE));
}
CSelectFieldEqualOrEvery& operator()(const T &setVal)
{
val = setVal;
return *this;
}
};
class DLL_LINKAGE CWillLastTurns
{
public:
int turnsRequested;
bool operator()(const Bonus *bonus) const
{
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return turnsRequested <= 0 //every present effect will last zero (or "less") turns
|| !Bonus::NTurns(bonus) //so do every not expriing after N-turns effect
|| bonus->turnsRemain > turnsRequested;
}
CWillLastTurns& operator()(const int &setVal)
{
turnsRequested = setVal;
return *this;
}
};
class DLL_LINKAGE CWillLastDays
{
public:
int daysRequested;
bool operator()(const Bonus *bonus) const
{
if(daysRequested <= 0 || Bonus::Permanent(bonus) || Bonus::OneBattle(bonus))
return true;
else if(Bonus::OneDay(bonus))
return false;
else if(Bonus::NDays(bonus) || Bonus::OneWeek(bonus))
{
return bonus->turnsRemain > daysRequested;
}
return false; // TODO: ONE_WEEK need support for turnsRemain, but for now we'll exclude all unhandled durations
}
CWillLastDays& operator()(const int &setVal)
{
daysRequested = setVal;
return *this;
}
};
class DLL_LINKAGE AggregateLimiter : public ILimiter
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{
protected:
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std::vector<TLimiterPtr> limiters;
virtual const std::string & getAggregator() const = 0;
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public:
void add(TLimiterPtr limiter);
JsonNode toJsonNode() const override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<ILimiter&>(*this);
if(version >= 786)
{
h & limiters;
}
}
};
class DLL_LINKAGE AllOfLimiter : public AggregateLimiter
{
protected:
const std::string & getAggregator() const override;
public:
static const std::string aggregator;
int limit(const BonusLimitationContext & context) const override;
};
class DLL_LINKAGE AnyOfLimiter : public AggregateLimiter
{
protected:
const std::string & getAggregator() const override;
public:
static const std::string aggregator;
int limit(const BonusLimitationContext & context) const override;
};
class DLL_LINKAGE NoneOfLimiter : public AggregateLimiter
{
protected:
const std::string & getAggregator() const override;
public:
static const std::string aggregator;
int limit(const BonusLimitationContext & context) const override;
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};
class DLL_LINKAGE CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
{
public:
const CCreature *creature;
bool includeUpgrades;
CCreatureTypeLimiter();
CCreatureTypeLimiter(const CCreature & creature_, bool IncludeUpgrades = true);
void setCreature (CreatureID id);
int limit(const BonusLimitationContext &context) const override;
virtual std::string toString() const override;
virtual JsonNode toJsonNode() const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<ILimiter&>(*this);
h & creature;
h & includeUpgrades;
}
};
class DLL_LINKAGE HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
{
public:
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Bonus::BonusType type;
TBonusSubtype subtype;
bool isSubtypeRelevant; //check for subtype only if this is true
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HasAnotherBonusLimiter(Bonus::BonusType bonus = Bonus::NONE);
HasAnotherBonusLimiter(Bonus::BonusType bonus, TBonusSubtype _subtype);
int limit(const BonusLimitationContext &context) const override;
virtual std::string toString() const override;
virtual JsonNode toJsonNode() const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<ILimiter&>(*this);
h & type;
h & subtype;
h & isSubtypeRelevant;
}
};
class DLL_LINKAGE CreatureTerrainLimiter : public ILimiter //applies only to creatures that are on specified terrain, default native terrain
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{
public:
int terrainType;
CreatureTerrainLimiter();
CreatureTerrainLimiter(int TerrainType);
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int limit(const BonusLimitationContext &context) const override;
virtual std::string toString() const override;
virtual JsonNode toJsonNode() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<ILimiter&>(*this);
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h & terrainType;
}
};
class DLL_LINKAGE CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction
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{
public:
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TFaction faction;
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CreatureFactionLimiter();
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CreatureFactionLimiter(TFaction faction);
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int limit(const BonusLimitationContext &context) const override;
virtual std::string toString() const override;
virtual JsonNode toJsonNode() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<ILimiter&>(*this);
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h & faction;
}
};
class DLL_LINKAGE CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment
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{
public:
si8 alignment;
CreatureAlignmentLimiter();
CreatureAlignmentLimiter(si8 Alignment);
int limit(const BonusLimitationContext &context) const override;
virtual std::string toString() const override;
virtual JsonNode toJsonNode() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<ILimiter&>(*this);
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h & alignment;
}
};
class DLL_LINKAGE StackOwnerLimiter : public ILimiter //applies only to creatures of given alignment
{
public:
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PlayerColor owner;
StackOwnerLimiter();
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StackOwnerLimiter(PlayerColor Owner);
int limit(const BonusLimitationContext &context) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<ILimiter&>(*this);
h & owner;
}
};
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class DLL_LINKAGE OppositeSideLimiter : public ILimiter //applies only to creatures of enemy army during combat
{
public:
PlayerColor owner;
OppositeSideLimiter();
OppositeSideLimiter(PlayerColor Owner);
int limit(const BonusLimitationContext &context) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<ILimiter&>(*this);
h & owner;
}
};
class DLL_LINKAGE RankRangeLimiter : public ILimiter //applies to creatures with min <= Rank <= max
{
public:
ui8 minRank, maxRank;
RankRangeLimiter();
RankRangeLimiter(ui8 Min, ui8 Max = 255);
int limit(const BonusLimitationContext &context) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<ILimiter&>(*this);
h & minRank;
h & maxRank;
}
};
namespace Selector
{
extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusType> & type();
extern DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> & subtype();
extern DLL_LINKAGE CSelectFieldEqual<CAddInfo> & info();
extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> & sourceType();
extern DLL_LINKAGE CSelectFieldEqual<Bonus::LimitEffect> & effectRange();
extern DLL_LINKAGE CWillLastTurns turns;
extern DLL_LINKAGE CWillLastDays days;
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CSelector DLL_LINKAGE typeSubtype(Bonus::BonusType Type, TBonusSubtype Subtype);
CSelector DLL_LINKAGE typeSubtypeInfo(Bonus::BonusType type, TBonusSubtype subtype, CAddInfo info);
CSelector DLL_LINKAGE source(Bonus::BonusSource source, ui32 sourceID);
CSelector DLL_LINKAGE sourceTypeSel(Bonus::BonusSource source);
CSelector DLL_LINKAGE valueType(Bonus::ValueType valType);
/**
* Selects all bonuses
* Usage example: Selector::all.And(<functor>).And(<functor>)...)
*/
extern DLL_LINKAGE CSelector all;
/**
* Selects nothing
* Usage example: Selector::none.Or(<functor>).Or(<functor>)...)
*/
extern DLL_LINKAGE CSelector none;
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bool DLL_LINKAGE matchesType(const CSelector &sel, Bonus::BonusType type);
bool DLL_LINKAGE matchesTypeSubtype(const CSelector &sel, Bonus::BonusType type, TBonusSubtype subtype);
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}
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extern DLL_LINKAGE const std::map<std::string, Bonus::BonusType> bonusNameMap;
extern DLL_LINKAGE const std::map<std::string, Bonus::ValueType> bonusValueMap;
extern DLL_LINKAGE const std::map<std::string, Bonus::BonusSource> bonusSourceMap;
extern DLL_LINKAGE const std::map<std::string, ui16> bonusDurationMap;
extern DLL_LINKAGE const std::map<std::string, Bonus::LimitEffect> bonusLimitEffect;
extern DLL_LINKAGE const std::map<std::string, TLimiterPtr> bonusLimiterMap;
extern DLL_LINKAGE const std::map<std::string, TPropagatorPtr> bonusPropagatorMap;
extern DLL_LINKAGE const std::map<std::string, TUpdaterPtr> bonusUpdaterMap;
// BonusList template that requires full interface of CBonusSystemNode
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template <class InputIterator>
void BonusList::insert(const int position, InputIterator first, InputIterator last)
{
bonuses.insert(bonuses.begin() + position, first, last);
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changed();
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}
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// observers for updating bonuses based on certain events (e.g. hero gaining level)
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class DLL_LINKAGE IUpdater
{
public:
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virtual ~IUpdater();
virtual std::shared_ptr<Bonus> createUpdatedBonus(const std::shared_ptr<Bonus> & b, const CBonusSystemNode & context) const;
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virtual std::string toString() const;
virtual JsonNode toJsonNode() const;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
}
};
class DLL_LINKAGE GrowsWithLevelUpdater : public IUpdater
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{
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public:
int valPer20;
int stepSize;
GrowsWithLevelUpdater();
GrowsWithLevelUpdater(int valPer20, int stepSize = 1);
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & static_cast<IUpdater &>(*this);
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h & valPer20;
h & stepSize;
}
std::shared_ptr<Bonus> createUpdatedBonus(const std::shared_ptr<Bonus> & b, const CBonusSystemNode & context) const override;
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virtual std::string toString() const override;
virtual JsonNode toJsonNode() const override;
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};
class DLL_LINKAGE TimesHeroLevelUpdater : public IUpdater
{
public:
TimesHeroLevelUpdater();
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<IUpdater &>(*this);
}
std::shared_ptr<Bonus> createUpdatedBonus(const std::shared_ptr<Bonus> & b, const CBonusSystemNode & context) const override;
virtual std::string toString() const override;
virtual JsonNode toJsonNode() const override;
};
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class DLL_LINKAGE TimesStackLevelUpdater : public IUpdater
{
public:
TimesStackLevelUpdater();
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<IUpdater &>(*this);
}
std::shared_ptr<Bonus> createUpdatedBonus(const std::shared_ptr<Bonus> & b, const CBonusSystemNode & context) const override;
virtual std::string toString() const override;
virtual JsonNode toJsonNode() const override;
};
class DLL_LINKAGE OwnerUpdater : public IUpdater
{
public:
OwnerUpdater();
template <typename Handler> void serialize(Handler& h, const int version)
{
h & static_cast<IUpdater &>(*this);
}
std::shared_ptr<Bonus> createUpdatedBonus(const std::shared_ptr<Bonus>& b, const CBonusSystemNode& context) const override;
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virtual std::string toString() const override;
virtual JsonNode toJsonNode() const override;
};