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vcmi: split bonus to enumerator and HeroBonus.h
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@@ -46,13 +46,13 @@ DamageRange DamageCalculator::getBaseDamageSingle() const
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}
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const std::string cachingStrSiedgeWeapon = "type_SIEGE_WEAPON";
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static const auto selectorSiedgeWeapon = Selector::type()(Bonus::SIEGE_WEAPON);
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static const auto selectorSiedgeWeapon = Selector::type()(BonusType::SIEGE_WEAPON);
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if(info.attacker->hasBonus(selectorSiedgeWeapon, cachingStrSiedgeWeapon) && info.attacker->creatureIndex() != CreatureID::ARROW_TOWERS)
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{
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auto retrieveHeroPrimSkill = [&](int skill) -> int
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{
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std::shared_ptr<const Bonus> b = info.attacker->getBonus(Selector::sourceTypeSel(Bonus::HERO_BASE_SKILL).And(Selector::typeSubtype(Bonus::PRIMARY_SKILL, skill)));
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std::shared_ptr<const Bonus> b = info.attacker->getBonus(Selector::sourceTypeSel(BonusSource::HERO_BASE_SKILL).And(Selector::typeSubtype(BonusType::PRIMARY_SKILL, skill)));
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return b ? b->val : 0;
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};
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@@ -66,10 +66,10 @@ DamageRange DamageCalculator::getBaseDamageSingle() const
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DamageRange DamageCalculator::getBaseDamageBlessCurse() const
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{
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const std::string cachingStrForcedMinDamage = "type_ALWAYS_MINIMUM_DAMAGE";
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static const auto selectorForcedMinDamage = Selector::type()(Bonus::ALWAYS_MINIMUM_DAMAGE);
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static const auto selectorForcedMinDamage = Selector::type()(BonusType::ALWAYS_MINIMUM_DAMAGE);
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const std::string cachingStrForcedMaxDamage = "type_ALWAYS_MAXIMUM_DAMAGE";
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static const auto selectorForcedMaxDamage = Selector::type()(Bonus::ALWAYS_MAXIMUM_DAMAGE);
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static const auto selectorForcedMaxDamage = Selector::type()(BonusType::ALWAYS_MAXIMUM_DAMAGE);
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TConstBonusListPtr curseEffects = info.attacker->getBonuses(selectorForcedMinDamage, cachingStrForcedMinDamage);
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TConstBonusListPtr blessEffects = info.attacker->getBonuses(selectorForcedMaxDamage, cachingStrForcedMaxDamage);
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@@ -130,10 +130,10 @@ int DamageCalculator::getActorAttackEffective() const
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int DamageCalculator::getActorAttackSlayer() const
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{
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const std::string cachingStrSlayer = "type_SLAYER";
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static const auto selectorSlayer = Selector::type()(Bonus::SLAYER);
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static const auto selectorSlayer = Selector::type()(BonusType::SLAYER);
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auto slayerEffects = info.attacker->getBonuses(selectorSlayer, cachingStrSlayer);
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auto slayerAffected = info.defender->unitType()->valOfBonuses(Selector::type()(Bonus::KING));
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auto slayerAffected = info.defender->unitType()->valOfBonuses(Selector::type()(BonusType::KING));
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if(std::shared_ptr<const Bonus> slayerEffect = slayerEffects->getFirst(Selector::all))
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{
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@@ -143,7 +143,7 @@ int DamageCalculator::getActorAttackSlayer() const
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if(isAffected)
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{
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int attackBonus = SpellID(SpellID::SLAYER).toSpell()->getLevelPower(spLevel);
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if(info.attacker->hasBonusOfType(Bonus::SPECIAL_PECULIAR_ENCHANT, SpellID::SLAYER))
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if(info.attacker->hasBonusOfType(BonusType::SPECIAL_PECULIAR_ENCHANT, SpellID::SLAYER))
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{
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ui8 attackerTier = info.attacker->unitType()->getLevel();
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ui8 specialtyBonus = std::max(5 - attackerTier, 0);
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@@ -167,7 +167,7 @@ int DamageCalculator::getTargetDefenseEffective() const
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int DamageCalculator::getTargetDefenseIgnored() const
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{
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double multDefenceReduction = battleBonusValue(info.attacker, Selector::type()(Bonus::ENEMY_DEFENCE_REDUCTION)) / 100.0;
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double multDefenceReduction = battleBonusValue(info.attacker, Selector::type()(BonusType::ENEMY_DEFENCE_REDUCTION)) / 100.0;
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if(multDefenceReduction > 0)
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{
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@@ -195,7 +195,7 @@ double DamageCalculator::getAttackSkillFactor() const
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double DamageCalculator::getAttackBlessFactor() const
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{
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const std::string cachingStrDamage = "type_GENERAL_DAMAGE_PREMY";
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static const auto selectorDamage = Selector::type()(Bonus::GENERAL_DAMAGE_PREMY);
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static const auto selectorDamage = Selector::type()(BonusType::GENERAL_DAMAGE_PREMY);
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return info.attacker->valOfBonuses(selectorDamage, cachingStrDamage) / 100.0;
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}
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@@ -205,11 +205,11 @@ double DamageCalculator::getAttackOffenseArcheryFactor() const
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if(info.shooting)
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{
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const std::string cachingStrArchery = "type_PERCENTAGE_DAMAGE_BOOSTs_1";
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static const auto selectorArchery = Selector::typeSubtype(Bonus::PERCENTAGE_DAMAGE_BOOST, 1);
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static const auto selectorArchery = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, 1);
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return info.attacker->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
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}
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const std::string cachingStrOffence = "type_PERCENTAGE_DAMAGE_BOOSTs_0";
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static const auto selectorOffence = Selector::typeSubtype(Bonus::PERCENTAGE_DAMAGE_BOOST, 0);
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static const auto selectorOffence = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, 0);
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return info.attacker->valOfBonuses(selectorOffence, cachingStrOffence) / 100.0;
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}
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@@ -231,7 +231,7 @@ double DamageCalculator::getAttackDoubleDamageFactor() const
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{
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if(info.doubleDamage) {
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const auto cachingStr = "type_BONUS_DAMAGE_PERCENTAGEs_" + std::to_string(info.attacker->creatureIndex());
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const auto selector = Selector::typeSubtype(Bonus::BONUS_DAMAGE_PERCENTAGE, info.attacker->creatureIndex());
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const auto selector = Selector::typeSubtype(BonusType::BONUS_DAMAGE_PERCENTAGE, info.attacker->creatureIndex());
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return info.attacker->valOfBonuses(selector, cachingStr) / 100.0;
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}
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return 0.0;
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@@ -240,10 +240,10 @@ double DamageCalculator::getAttackDoubleDamageFactor() const
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double DamageCalculator::getAttackJoustingFactor() const
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{
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const std::string cachingStrJousting = "type_JOUSTING";
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static const auto selectorJousting = Selector::type()(Bonus::JOUSTING);
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static const auto selectorJousting = Selector::type()(BonusType::JOUSTING);
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const std::string cachingStrChargeImmunity = "type_CHARGE_IMMUNITY";
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static const auto selectorChargeImmunity = Selector::type()(Bonus::CHARGE_IMMUNITY);
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static const auto selectorChargeImmunity = Selector::type()(BonusType::CHARGE_IMMUNITY);
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//applying jousting bonus
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if(info.chargeDistance > 0 && info.attacker->hasBonus(selectorJousting, cachingStrJousting) && !info.defender->hasBonus(selectorChargeImmunity, cachingStrChargeImmunity))
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@@ -255,7 +255,7 @@ double DamageCalculator::getAttackHateFactor() const
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{
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//assume that unit have only few HATE features and cache them all
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const std::string cachingStrHate = "type_HATE";
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static const auto selectorHate = Selector::type()(Bonus::HATE);
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static const auto selectorHate = Selector::type()(BonusType::HATE);
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auto allHateEffects = info.attacker->getBonuses(selectorHate, cachingStrHate);
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@@ -281,7 +281,7 @@ double DamageCalculator::getDefenseSkillFactor() const
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double DamageCalculator::getDefenseArmorerFactor() const
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{
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const std::string cachingStrArmorer = "type_GENERAL_DAMAGE_REDUCTIONs_N1_NsrcSPELL_EFFECT";
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static const auto selectorArmorer = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, -1).And(Selector::sourceTypeSel(Bonus::SPELL_EFFECT).Not());
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static const auto selectorArmorer = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, -1).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT).Not());
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return info.defender->valOfBonuses(selectorArmorer, cachingStrArmorer) / 100.0;
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}
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@@ -289,10 +289,10 @@ double DamageCalculator::getDefenseArmorerFactor() const
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double DamageCalculator::getDefenseMagicShieldFactor() const
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{
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const std::string cachingStrMeleeReduction = "type_GENERAL_DAMAGE_REDUCTIONs_0";
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static const auto selectorMeleeReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, 0);
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static const auto selectorMeleeReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, 0);
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const std::string cachingStrRangedReduction = "type_GENERAL_DAMAGE_REDUCTIONs_1";
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static const auto selectorRangedReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, 1);
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static const auto selectorRangedReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, 1);
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//handling spell effects - shield and air shield
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if(info.shooting)
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@@ -311,7 +311,7 @@ double DamageCalculator::getDefenseRangePenaltiesFactor() const
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const std::string cachingStrAdvAirShield = "isAdvancedAirShield";
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auto isAdvancedAirShield = [](const Bonus* bonus)
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{
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return bonus->source == Bonus::SPELL_EFFECT
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return bonus->source == BonusSource::SPELL_EFFECT
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&& bonus->sid == SpellID::AIR_SHIELD
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&& bonus->val >= SecSkillLevel::ADVANCED;
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};
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@@ -325,7 +325,7 @@ double DamageCalculator::getDefenseRangePenaltiesFactor() const
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else
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{
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const std::string cachingStrNoMeleePenalty = "type_NO_MELEE_PENALTY";
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static const auto selectorNoMeleePenalty = Selector::type()(Bonus::NO_MELEE_PENALTY);
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static const auto selectorNoMeleePenalty = Selector::type()(BonusType::NO_MELEE_PENALTY);
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if(info.attacker->isShooter() && !info.attacker->hasBonus(selectorNoMeleePenalty, cachingStrNoMeleePenalty))
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return 0.5;
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@@ -356,7 +356,7 @@ double DamageCalculator::getDefenseUnluckyFactor() const
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double DamageCalculator::getDefenseBlindParalysisFactor() const
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{
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double multAttackReduction = battleBonusValue(info.attacker, Selector::type()(Bonus::GENERAL_ATTACK_REDUCTION)) / 100.0;
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double multAttackReduction = battleBonusValue(info.attacker, Selector::type()(BonusType::GENERAL_ATTACK_REDUCTION)) / 100.0;
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return multAttackReduction;
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}
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@@ -366,7 +366,7 @@ double DamageCalculator::getDefenseForgetfulnessFactor() const
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{
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//todo: set actual percentage in spell bonus configuration instead of just level; requires non trivial backward compatibility handling
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//get list first, total value of 0 also counts
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TConstBonusListPtr forgetfulList = info.attacker->getBonuses(Selector::type()(Bonus::FORGETFULL),"type_FORGETFULL");
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TConstBonusListPtr forgetfulList = info.attacker->getBonuses(Selector::type()(BonusType::FORGETFULL),"type_FORGETFULL");
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if(!forgetfulList->empty())
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{
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@@ -386,7 +386,7 @@ double DamageCalculator::getDefensePetrificationFactor() const
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{
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// Creatures that are petrified by a Basilisk's Petrifying attack or a Medusa's Stone gaze take 50% damage (R8 = 0.50) from ranged and melee attacks. Taking damage also deactivates the effect.
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const std::string cachingStrAllReduction = "type_GENERAL_DAMAGE_REDUCTIONs_N1_srcSPELL_EFFECT";
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static const auto selectorAllReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, -1).And(Selector::sourceTypeSel(Bonus::SPELL_EFFECT));
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static const auto selectorAllReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, -1).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT));
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return info.defender->valOfBonuses(selectorAllReduction, cachingStrAllReduction) / 100.0;
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}
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@@ -397,7 +397,7 @@ double DamageCalculator::getDefenseMagicFactor() const
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if(info.attacker->creatureIndex() == CreatureID::MAGIC_ELEMENTAL)
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{
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const std::string cachingStrMagicImmunity = "type_LEVEL_SPELL_IMMUNITY";
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static const auto selectorMagicImmunity = Selector::type()(Bonus::LEVEL_SPELL_IMMUNITY);
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static const auto selectorMagicImmunity = Selector::type()(BonusType::LEVEL_SPELL_IMMUNITY);
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if(info.defender->valOfBonuses(selectorMagicImmunity, cachingStrMagicImmunity) >= 5)
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return 0.5;
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@@ -411,7 +411,7 @@ double DamageCalculator::getDefenseMindFactor() const
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if(info.attacker->creatureIndex() == CreatureID::PSYCHIC_ELEMENTAL)
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{
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const std::string cachingStrMindImmunity = "type_MIND_IMMUNITY";
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static const auto selectorMindImmunity = Selector::type()(Bonus::MIND_IMMUNITY);
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static const auto selectorMindImmunity = Selector::type()(BonusType::MIND_IMMUNITY);
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if(info.defender->hasBonus(selectorMindImmunity, cachingStrMindImmunity))
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return 0.5;
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@@ -471,10 +471,10 @@ int64_t DamageCalculator::getCasualties(int64_t damageDealt) const
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int DamageCalculator::battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const
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{
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auto noLimit = Selector::effectRange()(Bonus::NO_LIMIT);
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auto noLimit = Selector::effectRange()(BonusLimitEffect::NO_LIMIT);
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auto limitMatches = info.shooting
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? Selector::effectRange()(Bonus::ONLY_DISTANCE_FIGHT)
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: Selector::effectRange()(Bonus::ONLY_MELEE_FIGHT);
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? Selector::effectRange()(BonusLimitEffect::ONLY_DISTANCE_FIGHT)
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: Selector::effectRange()(BonusLimitEffect::ONLY_MELEE_FIGHT);
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//any regular bonuses or just ones for melee/ranged
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return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
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