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https://github.com/vcmi/vcmi.git
synced 2025-06-23 00:28:08 +02:00
(lib) Bonus subtype is now stored as metaidentifier that can store any
other identifier inside it
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@ -35,7 +35,7 @@ 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(BonusType::NO_TERRAIN_PENALTY, any);
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static const auto selectorNoTerrainPenalty = Selector::typeSubtype(BonusType::NO_TERRAIN_PENALTY, TBonusSubtype(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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@ -54,7 +54,7 @@ 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(BonusType::PRIMARY_SKILL, static_cast<int>(PrimarySkill::ATTACK));
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static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, TBonusSubtype(PrimarySkill::ATTACK));
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return getBonusBearer()->valOfBonuses(selector, cachingStr);
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}
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@ -63,7 +63,7 @@ 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(BonusType::PRIMARY_SKILL, static_cast<int>(PrimarySkill::DEFENSE));
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static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, TBonusSubtype(PrimarySkill::DEFENSE));
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return getBonusBearer()->valOfBonuses(selector, cachingStr);
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}
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@ -71,14 +71,14 @@ 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(BonusType::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 1));
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static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusSubtypes::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusSubtypes::creatureDamageMin));
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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(BonusType::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 2));
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static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusSubtypes::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusSubtypes::creatureDamageMax));
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return getBonusBearer()->valOfBonuses(selector, cachingStr);
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}
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@ -87,7 +87,7 @@ int AFactionMember::getPrimSkillLevel(PrimarySkill id) const
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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()(static_cast<int>(id)));
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auto ret = allSkills->valOfBonuses(Selector::subtype()(TBonusSubtype(id)));
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auto minSkillValue = (id == PrimarySkill::SPELL_POWER || id == PrimarySkill::KNOWLEDGE) ? 1 : 0;
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return std::max(ret, minSkillValue); //otherwise, some artifacts may cause negative skill value effect, sp=0 works in old saves
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}
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