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synced 2025-07-05 00:49:09 +02:00
Few more fixes to bonus caching
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@ -32,12 +32,9 @@ bool INativeTerrainProvider::isNativeTerrain(TerrainId terrain) const
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TerrainId AFactionMember::getNativeTerrain() const
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{
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const std::string cachingStringNoTerrainPenalty = "type_TERRAIN_NATIVE_NONE";
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static const auto selectorNoTerrainPenalty = Selector::typeSubtype(BonusType::TERRAIN_NATIVE, BonusSubtypeID());
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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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return getBonusBearer()->hasBonus(selectorNoTerrainPenalty, cachingStringNoTerrainPenalty)
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return getBonusBearer()->hasBonusOfType(BonusType::TERRAIN_NATIVE)
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? TerrainId::ANY_TERRAIN : getFactionID().toEntity(VLC)->getNativeTerrain();
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}
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@ -50,20 +47,12 @@ int32_t AFactionMember::magicResistance() const
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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, BonusSubtypeID(PrimarySkill::ATTACK));
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return getBonusBearer()->valOfBonuses(selector, cachingStr);
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return getBonusBearer()->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::ATTACK));
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}
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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, BonusSubtypeID(PrimarySkill::DEFENSE));
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return getBonusBearer()->valOfBonuses(selector, cachingStr);
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return getBonusBearer()->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::DEFENSE));
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}
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int AFactionMember::getMinDamage(bool ranged) const
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@ -82,9 +71,7 @@ int AFactionMember::getMaxDamage(bool ranged) const
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int AFactionMember::getPrimSkillLevel(PrimarySkill id) const
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{
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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 allSkills = getBonusBearer()->getBonusesOfType(BonusType::PRIMARY_SKILL);
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int ret = allSkills->valOfBonuses(Selector::subtype()(BonusSubtypeID(id)));
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int minSkillValue = VLC->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, id.getNum());
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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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@ -157,9 +144,7 @@ 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()(BonusType::STACK_HEALTH);
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auto value = getBonusBearer()->valOfBonuses(selector, cachingStr);
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auto value = getBonusBearer()->valOfBonuses(BonusType::STACK_HEALTH);
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return std::max(1, value); //never 0
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}
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