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synced 2025-11-23 22:37:55 +02:00
vcmi: split bonus to enumerator and HeroBonus.h
This commit is contained in:
@@ -34,7 +34,7 @@ TerrainId AFactionMember::getNativeTerrain() const
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{
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constexpr auto any = TerrainId(ETerrainId::ANY_TERRAIN);
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const std::string cachingStringNoTerrainPenalty = "type_NO_TERRAIN_PENALTY_sANY";
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static const auto selectorNoTerrainPenalty = Selector::typeSubtype(Bonus::NO_TERRAIN_PENALTY, any);
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static const auto selectorNoTerrainPenalty = Selector::typeSubtype(BonusType::NO_TERRAIN_PENALTY, any);
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//this code is used in the CreatureTerrainLimiter::limit to setup battle bonuses
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//and in the CGHeroInstance::getNativeTerrain() to setup movement bonuses or/and penalties.
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@@ -44,7 +44,7 @@ TerrainId AFactionMember::getNativeTerrain() const
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int32_t AFactionMember::magicResistance() const
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{
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si32 val = getBonusBearer()->valOfBonuses(Selector::type()(Bonus::MAGIC_RESISTANCE));
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si32 val = getBonusBearer()->valOfBonuses(Selector::type()(BonusType::MAGIC_RESISTANCE));
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vstd::amin (val, 100);
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return val;
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}
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@@ -53,7 +53,7 @@ int AFactionMember::getAttack(bool ranged) const
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{
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const std::string cachingStr = "type_PRIMARY_SKILLs_ATTACK";
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static const auto selector = Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
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static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::ATTACK);
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return getBonusBearer()->valOfBonuses(selector, cachingStr);
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}
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@@ -62,7 +62,7 @@ int AFactionMember::getDefense(bool ranged) const
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{
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const std::string cachingStr = "type_PRIMARY_SKILLs_DEFENSE";
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static const auto selector = Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
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static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE);
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return getBonusBearer()->valOfBonuses(selector, cachingStr);
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}
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@@ -70,20 +70,20 @@ int AFactionMember::getDefense(bool ranged) const
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int AFactionMember::getMinDamage(bool ranged) const
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{
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const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_1";
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static const auto selector = Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1));
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static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 1));
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return getBonusBearer()->valOfBonuses(selector, cachingStr);
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}
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int AFactionMember::getMaxDamage(bool ranged) const
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{
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const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_2";
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static const auto selector = Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2));
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static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 2));
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return getBonusBearer()->valOfBonuses(selector, cachingStr);
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}
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int AFactionMember::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
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{
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static const CSelector selectorAllSkills = Selector::type()(Bonus::PRIMARY_SKILL);
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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";
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auto allSkills = getBonusBearer()->getBonuses(selectorAllSkills, keyAllSkills);
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auto ret = allSkills->valOfBonuses(Selector::subtype()(id));
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@@ -93,8 +93,8 @@ int AFactionMember::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
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int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
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{
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static const auto unaffectedByMoraleSelector = Selector::type()(Bonus::NON_LIVING).Or(Selector::type()(Bonus::UNDEAD))
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.Or(Selector::type()(Bonus::SIEGE_WEAPON)).Or(Selector::type()(Bonus::NO_MORALE));
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static const auto unaffectedByMoraleSelector = Selector::type()(BonusType::NON_LIVING).Or(Selector::type()(BonusType::UNDEAD))
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.Or(Selector::type()(BonusType::SIEGE_WEAPON)).Or(Selector::type()(BonusType::NO_MORALE));
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static const std::string cachingStrUn = "AFactionMember::unaffectedByMoraleSelector";
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auto unaffected = getBonusBearer()->hasBonus(unaffectedByMoraleSelector, cachingStrUn);
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@@ -105,7 +105,7 @@ int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
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return 0;
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}
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static const auto moraleSelector = Selector::type()(Bonus::MORALE);
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static const auto moraleSelector = Selector::type()(BonusType::MORALE);
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static const std::string cachingStrMor = "type_MORALE";
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bonusList = getBonusBearer()->getBonuses(moraleSelector, cachingStrMor);
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@@ -117,14 +117,14 @@ int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
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int AFactionMember::luckValAndBonusList(TConstBonusListPtr & bonusList) const
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{
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if(getBonusBearer()->hasBonusOfType(Bonus::NO_LUCK))
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if(getBonusBearer()->hasBonusOfType(BonusType::NO_LUCK))
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{
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if(bonusList && !bonusList->empty())
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bonusList = std::make_shared<const BonusList>();
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return 0;
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}
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static const auto luckSelector = Selector::type()(Bonus::LUCK);
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static const auto luckSelector = Selector::type()(BonusType::LUCK);
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static const std::string cachingStrLuck = "type_LUCK";
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bonusList = getBonusBearer()->getBonuses(luckSelector, cachingStrLuck);
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@@ -149,7 +149,7 @@ int AFactionMember::luckVal() const
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ui32 ACreature::getMaxHealth() const
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{
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const std::string cachingStr = "type_STACK_HEALTH";
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static const auto selector = Selector::type()(Bonus::STACK_HEALTH);
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static const auto selector = Selector::type()(BonusType::STACK_HEALTH);
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auto value = getBonusBearer()->valOfBonuses(selector, cachingStr);
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return std::max(1, value); //never 0
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}
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@@ -157,26 +157,26 @@ ui32 ACreature::getMaxHealth() const
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ui32 ACreature::speed(int turn, bool useBind) const
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{
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//war machines cannot move
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if(getBonusBearer()->hasBonus(Selector::type()(Bonus::SIEGE_WEAPON).And(Selector::turns(turn))))
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if(getBonusBearer()->hasBonus(Selector::type()(BonusType::SIEGE_WEAPON).And(Selector::turns(turn))))
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{
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return 0;
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}
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//bind effect check - doesn't influence stack initiative
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if(useBind && getBonusBearer()->hasBonus(Selector::type()(Bonus::BIND_EFFECT).And(Selector::turns(turn))))
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if(useBind && getBonusBearer()->hasBonus(Selector::type()(BonusType::BIND_EFFECT).And(Selector::turns(turn))))
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{
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return 0;
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}
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return getBonusBearer()->valOfBonuses(Selector::type()(Bonus::STACKS_SPEED).And(Selector::turns(turn)));
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return getBonusBearer()->valOfBonuses(Selector::type()(BonusType::STACKS_SPEED).And(Selector::turns(turn)));
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}
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bool ACreature::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation
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{
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static const std::string cachingStr = "ACreature::isLiving";
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static const CSelector selector = Selector::type()(Bonus::UNDEAD)
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.Or(Selector::type()(Bonus::NON_LIVING))
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.Or(Selector::type()(Bonus::GARGOYLE))
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.Or(Selector::type()(Bonus::SIEGE_WEAPON));
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static const CSelector selector = Selector::type()(BonusType::UNDEAD)
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.Or(Selector::type()(BonusType::NON_LIVING))
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.Or(Selector::type()(BonusType::GARGOYLE))
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.Or(Selector::type()(BonusType::SIEGE_WEAPON));
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return !getBonusBearer()->hasBonus(selector, cachingStr);
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}
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