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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-23 22:37:55 +02:00

vcmi: split bonus to enumerator and HeroBonus.h

This commit is contained in:
Konstantin
2023-05-01 01:20:01 +03:00
committed by Konstantin P
parent 9f5ee885b4
commit 05eccbc2bb
123 changed files with 1321 additions and 1350 deletions

View File

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