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vcmi/lib/HeroBonus.cpp

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#define VCMI_DLL
#include "HeroBonus.h"
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#include <boost/foreach.hpp>
#include "VCMI_Lib.h"
#include "../hch/CSpellHandler.h"
#include <sstream>
#include "../hch/CCreatureHandler.h"
#include <boost/assign/list_of.hpp>
#include "CCreatureSet.h"
#include <boost/algorithm/string/trim.hpp>
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#define FOREACH_CONST_PARENT(pname) TCNodes parents; getParents(parents); BOOST_FOREACH(const CBonusSystemNode *pname, parents)
#define FOREACH_PARENT(pname) TNodes parents; getParents(parents); BOOST_FOREACH(CBonusSystemNode *pname, parents)
#define BONUS_NAME(x) ( #x, Bonus::x )
DLL_EXPORT const std::map<std::string, int> bonusNameMap = boost::assign::map_list_of BONUS_LIST;
#undef BONUS_NAME
int DLL_EXPORT BonusList::totalValue() const
{
int base = 0;
int percentToBase = 0;
int percentToAll = 0;
int additive = 0;
int indepMax = 0;
bool hasIndepMax = false;
BOOST_FOREACH(Bonus *i, *this)
{
switch(i->valType)
{
case Bonus::BASE_NUMBER:
base += i->val;
break;
case Bonus::PERCENT_TO_ALL:
percentToAll += i->val;
break;
case Bonus::PERCENT_TO_BASE:
percentToBase += i->val;
break;
case Bonus::ADDITIVE_VALUE:
additive += i->val;
break;
case Bonus::INDEPENDENT_MAX:
if (!indepMax)
{
indepMax = i->val;
hasIndepMax = true;
}
else
{
amax(indepMax, i->val);
}
break;
}
}
int modifiedBase = base + (base * percentToBase) / 100;
modifiedBase += additive;
int valFirst = (modifiedBase * (100 + percentToAll)) / 100;
if (hasIndepMax)
return std::max(valFirst, indepMax);
else
return valFirst;
}
const DLL_EXPORT Bonus * BonusList::getFirst(const CSelector &selector) const
{
BOOST_FOREACH(Bonus *i, *this)
if(selector(i))
return &*i;
return NULL;
}
DLL_EXPORT Bonus * BonusList::getFirst(const CSelector &select)
{
BOOST_FOREACH(Bonus *i, *this)
if(select(i))
return &*i;
return NULL;
}
void DLL_EXPORT BonusList::getModifiersWDescr(TModDescr &out) const
{
BOOST_FOREACH(Bonus *i, *this)
out.push_back(std::make_pair(i->val, i->Description()));
}
void DLL_EXPORT BonusList::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *source /*= NULL*/) const
{
BOOST_FOREACH(Bonus *i, *this)
if(selector(i) && i->effectRange == Bonus::NO_LIMIT)
out.push_back(i);
}
void DLL_EXPORT BonusList::getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *source /*= NULL*/) const
{
BOOST_FOREACH(Bonus *i, *this)
if(selector(i) && (!limit || limit(i)))
out.push_back(i);
}
namespace HHLP
{
class SourceComp
{
public:
Bonus::BonusSource src;
SourceComp(Bonus::BonusSource _src) : src(_src)
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{
}
bool operator()(const Bonus * bon)
{
return bon->source == src;
}
};
}
void DLL_EXPORT BonusList::removeSpells(Bonus::BonusSource sourceType)
{
std::remove_if(begin(), end(), HHLP::SourceComp(sourceType));
}
void BonusList::limit(const CBonusSystemNode &node)
{
limit_start:
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for(iterator i = begin(); i != end(); i++)
{
Bonus *b = *i;
if(b->limiter && b->limiter->limit(b, node))
{
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iterator toErase = i;
if(i != begin())
{
i--;
erase(toErase);
}
else
{
erase(toErase);
goto limit_start;
}
}
}
}
int CBonusSystemNode::valOfBonuses(Bonus::BonusType type, const CSelector &selector) const
{
return valOfBonuses(Selector::type(type) && selector);
}
int CBonusSystemNode::valOfBonuses(Bonus::BonusType type, int subtype /*= -1*/) const
{
CSelector s = Selector::type(type);
if(subtype != -1)
s = s && Selector::subtype(subtype);
return valOfBonuses(s);
}
int CBonusSystemNode::valOfBonuses(const CSelector &selector) const
{
BonusList hlp;
getBonuses(hlp, selector);
return hlp.totalValue();
}
bool CBonusSystemNode::hasBonus(const CSelector &selector) const
{
return getBonuses(selector).size() > 0;
}
bool CBonusSystemNode::hasBonusOfType(Bonus::BonusType type, int subtype /*= -1*/) const
{
CSelector s = Selector::type(type);
if(subtype != -1)
s = s && Selector::subtype(subtype);
return hasBonus(s);
}
Bonus * CBonusSystemNode::getBonus(const CSelector &selector)
{
Bonus *ret = bonuses.getFirst(selector);
if(ret)
return ret;
FOREACH_PARENT(pname)
{
ret = pname->getBonus(selector);
if (ret)
return ret;
}
return NULL;
}
void CBonusSystemNode::getModifiersWDescr(TModDescr &out, Bonus::BonusType type, int subtype /*= -1 */) const
{
getModifiersWDescr(out, Selector::typeSybtype(type, subtype));
}
void CBonusSystemNode::getModifiersWDescr(TModDescr &out, const CSelector &selector) const
{
getBonuses(selector).getModifiersWDescr(out);
}
int CBonusSystemNode::getBonusesCount(int from, int id) const
{
return getBonusesCount(Selector::source(from, id));
}
int CBonusSystemNode::getBonusesCount(const CSelector &selector) const
{
return getBonuses(selector).size();
}
void CBonusSystemNode::getParents(TCNodes &out) const /*retreives list of parent nodes (nodes to inherit bonuses from) */
{
BOOST_FOREACH(const CBonusSystemNode *parent, parents)
out.insert(parent);
}
void CBonusSystemNode::getParents(TNodes &out)
{
BOOST_FOREACH(const CBonusSystemNode *parent, parents)
out.insert(const_cast<CBonusSystemNode*>(parent));
}
void CBonusSystemNode::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
{
FOREACH_CONST_PARENT(p) //unwinded macro
p->getBonuses(out, selector, root ? root : this);
bonuses.getBonuses(out, selector);
if(!root)
out.limit(*this);
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}
BonusList CBonusSystemNode::getBonuses(const CSelector &selector) const
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{
BonusList ret;
getBonuses(ret, selector);
return ret;
}
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void CBonusSystemNode::getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const
{
getBonuses(out, selector); //first get all the bonuses
out.remove_if(std::not1(limit)); //now remove the ones we don't like
out.limit(*this); //apply bonuses' limiters
}
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BonusList CBonusSystemNode::getBonuses(const CSelector &selector, const CSelector &limit) const
{
BonusList ret;
getBonuses(ret, selector, limit);
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return ret;
}
bool CBonusSystemNode::hasBonusFrom(ui8 source, ui32 sourceID) const
{
return hasBonus(Selector::source(source,sourceID));
}
int CBonusSystemNode::MoraleVal() const
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{
if(hasBonusOfType(Bonus::NON_LIVING) || hasBonusOfType(Bonus::UNDEAD) ||
hasBonusOfType(Bonus::NO_MORALE) || hasBonusOfType(Bonus::SIEGE_WEAPON))
return 0;
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int ret = valOfBonuses(Selector::type(Bonus::MORALE));
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if(hasBonusOfType(Bonus::SELF_MORALE)) //eg. minotaur
amax(ret, +1);
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return abetw(ret, -3, +3);
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}
int CBonusSystemNode::LuckVal() const
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{
if(hasBonusOfType(Bonus::NO_LUCK))
return 0;
int ret = valOfBonuses(Selector::type(Bonus::LUCK));
if(hasBonusOfType(Bonus::SELF_LUCK)) //eg. halfling
amax(ret, +1);
return abetw(ret, -3, +3);
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}
si32 CBonusSystemNode::Attack() const
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{
si32 ret = valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
if(int frenzyPower = valOfBonuses(Bonus::IN_FRENZY)) //frenzy for attacker
{
ret += frenzyPower * Defense(false);
}
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return ret;
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}
si32 CBonusSystemNode::Defense(bool withFrenzy /*= true*/) const
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{
si32 ret = valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
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if(withFrenzy && hasBonusOfType(Bonus::IN_FRENZY)) //frenzy for defender
{
return 0;
}
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return ret;
}
ui16 CBonusSystemNode::MaxHealth() const
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{
return valOfBonuses(Bonus::STACK_HEALTH);
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}
ui32 CBonusSystemNode::getMinDamage() const
{
return valOfBonuses(Selector::typeSybtype(Bonus::CREATURE_DAMAGE, 0) || Selector::typeSybtype(Bonus::CREATURE_DAMAGE, 1));
}
ui32 CBonusSystemNode::getMaxDamage() const
{
return valOfBonuses(Selector::typeSybtype(Bonus::CREATURE_DAMAGE, 0) || Selector::typeSybtype(Bonus::CREATURE_DAMAGE, 2));
}
CBonusSystemNode::CBonusSystemNode()
{
nodeType = UNKNOWN;
}
CBonusSystemNode::~CBonusSystemNode()
{
}
void CBonusSystemNode::attachTo(const CBonusSystemNode *parent)
{
}
void CBonusSystemNode::detachFrom(const CBonusSystemNode *parent)
{
}
void CBonusSystemNode::popBonuses(const CSelector &s)
{
//TODO
//prop
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BonusList bl;
exportedBonuses.getBonuses(bl, s);
BOOST_FOREACH(Bonus *b, bl)
removeBonus(b);
BOOST_FOREACH(CBonusSystemNode *child, children)
child->popBonuses(s);
}
void CBonusSystemNode::addNewBonus(const Bonus &b)
{
addNewBonus(new Bonus(b));
}
void CBonusSystemNode::addNewBonus(Bonus *b)
{
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exportedBonuses.push_back(b);
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if(!b->propagator)
bonuses.push_back(b);
else
{
//prop
}
}
void CBonusSystemNode::removeBonus(Bonus *b)
{
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exportedBonuses -= b;
//TODO: prop
}
int NBonus::valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype /*= -1*/)
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{
if(obj)
return obj->valOfBonuses(type, subtype);
return 0;
}
bool NBonus::hasOfType(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype /*= -1*/)
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{
if(obj)
return obj->hasBonusOfType(type, subtype);
return false;
}
void NBonus::getModifiersWDescr(const CBonusSystemNode *obj, TModDescr &out, Bonus::BonusType type, int subtype /*= -1 */)
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{
if(obj)
return obj->getModifiersWDescr(out, type, subtype);
}
int NBonus::getCount(const CBonusSystemNode *obj, int from, int id)
{
if(obj)
return obj->getBonusesCount(from, id);
return 0;
}
const CSpell * Bonus::sourceSpell() const
{
if(source == SPELL_EFFECT)
return &VLC->spellh->spells[id];
return NULL;
}
std::string Bonus::Description() const
{
if(description.size())
return description;
std::ostringstream str;
if(val < 0)
str << '-';
else if(val > 0)
str << '+';
str << val << " ";
switch(source)
{
case CREATURE_ABILITY:
str << VLC->creh->creatures[id]->namePl;
break;
}
return str.str();
}
Bonus::Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype/*=-1*/)
: duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), id(ID), description(Desc)
{
additionalInfo = -1;
turnsRemain = 0;
valType = ADDITIVE_VALUE;
effectRange = NO_LIMIT;
limiter = NULL;
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propagator = NULL;
boost::algorithm::trim(description);
}
Bonus::Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, si32 Subtype/*=-1*/, ui8 ValType /*= ADDITIVE_VALUE*/)
: duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), id(ID), valType(ValType)
{
additionalInfo = -1;
turnsRemain = 0;
effectRange = NO_LIMIT;
limiter = NULL;
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propagator = NULL;
}
Bonus::Bonus()
{
subtype = -1;
additionalInfo = -1;
turnsRemain = 0;
valType = ADDITIVE_VALUE;
effectRange = NO_LIMIT;
limiter = NULL;
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propagator = NULL;
}
CSelector DLL_EXPORT operator&&(const CSelector &first, const CSelector &second)
{
return CSelectorsConjunction(first, second);
}
CSelector DLL_EXPORT operator||(const CSelector &first, const CSelector &second)
{
return CSelectorsAlternative(first, second);
}
namespace Selector
{
DLL_EXPORT CSelectFieldEqual<TBonusType> type(&Bonus::type, 0);
DLL_EXPORT CSelectFieldEqual<TBonusSubtype> subtype(&Bonus::subtype, 0);
DLL_EXPORT CSelectFieldEqual<si32> info(&Bonus::additionalInfo, 0);
DLL_EXPORT CSelectFieldEqual<ui8> sourceType(&Bonus::source, 0);
DLL_EXPORT CSelectFieldEqual<ui8> effectRange(&Bonus::effectRange, Bonus::NO_LIMIT);
DLL_EXPORT CWillLastTurns turns;;
CSelector DLL_EXPORT typeSybtype(TBonusType Type, TBonusSubtype Subtype)
{
return type(Type) && subtype(Subtype);
}
CSelector DLL_EXPORT typeSybtypeInfo(TBonusType type, TBonusSubtype subtype, si32 info)
{
return CSelectFieldEqual<TBonusType>(&Bonus::type, type) && CSelectFieldEqual<TBonusSubtype>(&Bonus::subtype, subtype) && CSelectFieldEqual<si32>(&Bonus::additionalInfo, info);
}
CSelector DLL_EXPORT source(ui8 source, ui32 sourceID)
{
return CSelectFieldEqual<ui8>(&Bonus::source, source) && CSelectFieldEqual<ui32>(&Bonus::id, sourceID);
}
CSelector DLL_EXPORT sourceTypeSel(ui8 source)
{
return CSelectFieldEqual<ui8>(&Bonus::source, source);
}
bool DLL_EXPORT matchesType(const CSelector &sel, TBonusType type)
{
Bonus dummy;
dummy.type = type;
return sel(&dummy);
}
bool DLL_EXPORT matchesTypeSubtype(const CSelector &sel, TBonusType type, TBonusSubtype subtype)
{
Bonus dummy;
dummy.type = type;
dummy.subtype = subtype;
return sel(&dummy);
}
}
DLL_EXPORT std::ostream & operator<<(std::ostream &out, const BonusList &bonusList)
{
int i = 0;
BOOST_FOREACH(const Bonus *b, bonusList)
{
out << "Bonus " << i++ << "\n" << *b << std::endl;
}
return out;
}
DLL_EXPORT std::ostream & operator<<(std::ostream &out, const Bonus &bonus)
{
for(std::map<std::string, int>::const_iterator i = bonusNameMap.begin(); i != bonusNameMap.end(); 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(id);
printField(additionalInfo);
printField(turnsRemain);
printField(valType);
printField(effectRange);
#undef printField
return out;
}
ILimiter::~ILimiter()
{
}
bool ILimiter::limit(const Bonus *b, const CBonusSystemNode &node) const /*return true to drop the bonus */
{
return false;
}
bool CCreatureTypeLimiter::limit(const Bonus *b, const CBonusSystemNode &node) const
{
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switch (node.nodeType)
{
case CBonusSystemNode::STACK:
{
const CCreature *c = (static_cast<const CStackInstance *>(&node))->type;
return c != creature && (!includeUpgrades || !creature->isMyUpgrade(c));
} //drop bonus if it's not our creature and (we dont check upgrades or its not our upgrade)
break;
case CBonusSystemNode::CREATURE:
{
const CCreature *c = (static_cast<const CCreature *>(&node));
return c != creature && (!includeUpgrades || !creature->isMyUpgrade(c));
}
break;
default:
return true;
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}
}
CCreatureTypeLimiter::CCreatureTypeLimiter(const CCreature &Creature, ui8 IncludeUpgrades /*= true*/)
:creature(&Creature), includeUpgrades(IncludeUpgrades)
{
}
CCreatureTypeLimiter::CCreatureTypeLimiter()
{
creature = NULL;
includeUpgrades = false;
}
HasAnotherBonusLimiter::HasAnotherBonusLimiter( TBonusType bonus )
: type(bonus), subtype(0), isSubtypeRelevant(false)
{
}
HasAnotherBonusLimiter::HasAnotherBonusLimiter( TBonusType bonus, TBonusSubtype _subtype )
: type(bonus), subtype(_subtype), isSubtypeRelevant(true)
{
}
bool HasAnotherBonusLimiter::limit( const Bonus *b, const CBonusSystemNode &node ) const
{
if(isSubtypeRelevant)
{
return !node.hasBonusOfType(static_cast<Bonus::BonusType>(type), subtype);
}
else
{
return !node.hasBonusOfType(static_cast<Bonus::BonusType>(type));
}
}
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IPropagator::~IPropagator()
{
}