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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Feature: Lodestar Grail should work.

This commit is contained in:
Dmitry Orlov 2020-12-10 04:05:37 +03:00
parent eb011e59c4
commit 8f331dce31
14 changed files with 77 additions and 32 deletions

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@ -135,9 +135,19 @@ std::string CCreature::nodeName() const
return "\"" + namePl + "\"";
}
bool CCreature::isItNativeTerrain(int terrain) const
bool CCreature::isItNativeTerrain(ETerrainType::EETerrainType terrain) const
{
return VLC->townh->factions[faction]->nativeTerrain == terrain;
auto native = getNativeTerrain();
return native == terrain || native == ETerrainType::ANY_TERRAIN;
}
ETerrainType::EETerrainType CCreature::getNativeTerrain() const
{
//this code is used in the CreatureTerrainLimiter::limit to setup battle bonuses
//and in the CGHeroInstance::getNativeTerrain() to setup mevement bonuses or/and penalties.
return hasBonusOfType(Bonus::NO_TERRAIN_PENALTY) ?
ETerrainType::ANY_TERRAIN
: (ETerrainType::EETerrainType)VLC->townh->factions[faction]->nativeTerrain;
}
void CCreature::setId(CreatureID ID)
@ -210,10 +220,11 @@ CCreatureHandler::CCreatureHandler()
VLC->creh = this;
allCreatures.setDescription("All creatures");
allCreatures.setNodeType(CBonusSystemNode::ENodeTypes::ALL_CREATURES);
creaturesOfLevel[0].setDescription("Creatures of unnormalized tier");
for(int i = 1; i < ARRAY_COUNT(creaturesOfLevel); i++)
creaturesOfLevel[i].setDescription("Creatures of tier " + boost::lexical_cast<std::string>(i));
loadCommanders();
}
@ -1194,6 +1205,11 @@ void CCreatureHandler::addBonusForAllCreatures(std::shared_ptr<Bonus> b)
allCreatures.addNewBonus(b);
}
void CCreatureHandler::removeBonusesFromAllCreatures()
{
allCreatures.removeBonuses(Selector::all);
}
void CCreatureHandler::buildBonusTreeForTiers()
{
for(CCreature *c : creatures)

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@ -114,7 +114,14 @@ public:
ArtifactID warMachine;
bool isItNativeTerrain(int terrain) const;
bool isItNativeTerrain(ETerrainType::EETerrainType terrain) const;
/**
Returns creature native terrain considering some terrain bonuses.
@param considerBonus is used to avoid Dead Lock when this method is called inside getAllBonuses
considerBonus = true is called from Pathfinder and fills actual nativeTerrain considering bonus(es).
considerBonus = false is called on Battle init and returns already prepared nativeTerrain without Bonus system calling.
*/
ETerrainType::EETerrainType getNativeTerrain() const;
bool isDoubleWide() const; //returns true if unit is double wide on battlefield
bool isFlying() const; //returns true if it is a flying unit
bool isShooting() const; //returns true if unit can shoot
@ -241,6 +248,7 @@ public:
CreatureID pickRandomMonster(CRandomGenerator & rand, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
void addBonusForTier(int tier, std::shared_ptr<Bonus> b); //tier must be <1-7>
void addBonusForAllCreatures(std::shared_ptr<Bonus> b);
void removeBonusesFromAllCreatures();
CCreatureHandler();
~CCreatureHandler();

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@ -1746,6 +1746,8 @@ void CGameState::initTowns()
void CGameState::initMapObjects()
{
logGlobal->debug("\tObject initialization");
VLC->creh->removeBonusesFromAllCreatures();
// objCaller->preInit();
for(CGObjectInstance *obj : map->objects)
{

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@ -515,7 +515,7 @@ struct DLL_LINKAGE TurnInfo
TConstBonusListPtr bonuses;
mutable int maxMovePointsLand;
mutable int maxMovePointsWater;
int nativeTerrain;
ETerrainType::EETerrainType nativeTerrain;
TurnInfo(const CGHeroInstance * Hero, const int Turn = 0);
bool isLayerAvailable(const EPathfindingLayer layer) const;

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@ -29,14 +29,16 @@ CStack::CStack(const CStackInstance * Base, PlayerColor O, int I, ui8 Side, Slot
owner(O),
slot(S),
side(Side),
initialPosition()
initialPosition(),
nativeTerrain(ETerrainType::WRONG)
{
health.init(); //???
}
CStack::CStack()
: CBonusSystemNode(STACK_BATTLE),
CUnitState()
CUnitState(),
nativeTerrain(ETerrainType::WRONG)
{
base = nullptr;
type = nullptr;
@ -84,8 +86,8 @@ void CStack::localInit(BattleInfo * battleInfo)
attachTo(army);
attachTo(const_cast<CCreature *>(type));
}
CUnitState::localInit(this);
nativeTerrain = type->getNativeTerrain(); //save nativeTerrain in the variable on the battle start to avoid dead lock
CUnitState::localInit(this); //it causes execution of the CStack::isOnNativeTerrain where nativeTerrain will be considered
position = initialPosition;
}
@ -323,7 +325,9 @@ bool CStack::canBeHealed() const
bool CStack::isOnNativeTerrain() const
{
return type->isItNativeTerrain(battle->getTerrainType());
//this code is called from CreatureTerrainLimiter::limit on battle start
auto res = nativeTerrain == ETerrainType::ANY_TERRAIN || nativeTerrain == battle->getTerrainType();
return res;
}
bool CStack::isOnTerrain(int terrain) const

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@ -27,6 +27,7 @@ public:
ui32 ID; //unique ID of stack
const CCreature * type;
ETerrainType::EETerrainType nativeTerrain; //tmp variable to save native terrain value on battle init
ui32 baseAmount;
PlayerColor owner; //owner - player color (255 for neutrals)

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@ -172,7 +172,7 @@ std::vector<BattleHex> CTown::defaultMoatHexes()
return moatHexes;
}
std::string CTown::getFactionName() const
std::string CTown::getLocalizedFactionName() const
{
if(faction == nullptr)
return "Random";
@ -510,7 +510,7 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
if(stringID == source["upgrades"].String())
{
throw std::runtime_error(boost::str(boost::format("Building with ID '%s' of town '%s' can't be an upgrade of the same building.") %
stringID % ret->town->getFactionName()));
stringID % ret->town->getLocalizedFactionName()));
}
VLC->modh->identifiers.requestIdentifier(ret->town->getBuildingScope(), source["upgrades"], [=](si32 identifier)

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@ -224,7 +224,7 @@ public:
// TODO: remove once save and mod compatability not needed
static std::vector<BattleHex> defaultMoatHexes();
std::string getFactionName() const;
std::string getLocalizedFactionName() const;
std::string getBuildingScope() const;
std::set<si32> getAllBuildings() const;
const CBuilding * getSpecialBuilding(BuildingSubID::EBuildingSubID subID) const;

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@ -860,8 +860,9 @@ class DLL_LINKAGE ETerrainType
public:
enum EETerrainType
{
ANY_TERRAIN = -3,
WRONG = -2, BORDER = -1, DIRT, SAND, GRASS, SNOW, SWAMP,
ROUGH, SUBTERRANEAN, LAVA, WATER, ROCK
ROUGH, SUBTERRANEAN, LAVA, WATER, ROCK // ROCK is also intended to be max value.
};
ETerrainType(EETerrainType _num = WRONG) : num(_num)

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@ -1980,13 +1980,13 @@ JsonNode CreatureTerrainLimiter::toJsonNode() const
return root;
}
CreatureFactionLimiter::CreatureFactionLimiter(int Faction)
: faction(Faction)
CreatureFactionLimiter::CreatureFactionLimiter(TFaction creatureFaction)
: faction(creatureFaction)
{
}
CreatureFactionLimiter::CreatureFactionLimiter()
: faction(-1)
: faction((TFaction)-1)
{
}

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@ -520,7 +520,6 @@ struct DLL_LINKAGE Bonus : public std::enable_shared_from_this<Bonus>
DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
class DLL_LINKAGE BonusList
{
public:
@ -758,7 +757,7 @@ public:
enum ENodeTypes
{
UNKNOWN, STACK_INSTANCE, STACK_BATTLE, SPECIALTY, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO, PLAYER, TEAM,
TOWN_AND_VISITOR, BATTLE, COMMANDER, GLOBAL_EFFECTS
TOWN_AND_VISITOR, BATTLE, COMMANDER, GLOBAL_EFFECTS, ALL_CREATURES
};
private:
BonusList bonuses; //wielded bonuses (local or up-propagated here)
@ -1062,9 +1061,9 @@ public:
class DLL_LINKAGE CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction
{
public:
si8 faction;
TFaction faction;
CreatureFactionLimiter();
CreatureFactionLimiter(int TerrainType);
CreatureFactionLimiter(TFaction faction);
int limit(const BonusLimitationContext &context) const override;
virtual std::string toString() const override;

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@ -89,10 +89,13 @@ ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & f
break;
}
}
else if(ti->nativeTerrain != from.terType && !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType))
else if(ti->nativeTerrain != from.terType //the terrain is not native
&& ti->nativeTerrain != ETerrainType::ANY_TERRAIN //no special creature bonus
&& !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType) //no special movement bonus
)
{
static const CSelector selectorPATHFINDING = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING);
static const std::string keyPATHFINDING = "type_"+std::to_string((si32)Bonus::SECONDARY_SKILL_PREMY)+"s_"+std::to_string((si32)SecondarySkill::PATHFINDING);
static const std::string keyPATHFINDING = "type_" + std::to_string((si32)Bonus::SECONDARY_SKILL_PREMY) + "s_" + std::to_string((si32)SecondarySkill::PATHFINDING);
ret = VLC->heroh->terrCosts[from.terType];
ret -= valOfBonuses(selectorPATHFINDING, keyPATHFINDING);
@ -102,7 +105,7 @@ ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & f
return ret;
}
int CGHeroInstance::getNativeTerrain() const
ETerrainType::EETerrainType CGHeroInstance::getNativeTerrain() const
{
// NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
// This is clearly bug in H3 however intended behaviour is not clear.
@ -110,19 +113,19 @@ int CGHeroInstance::getNativeTerrain() const
// will always have best penalty without any influence from player-defined stacks order
// TODO: What should we do if all hero stacks are neutral creatures?
int nativeTerrain = -1;
ETerrainType::EETerrainType nativeTerrain = ETerrainType::BORDER;
for(auto stack : stacks)
{
int stackNativeTerrain = VLC->townh->factions[stack.second->type->faction]->nativeTerrain;
if(stackNativeTerrain == -1)
continue;
ETerrainType::EETerrainType stackNativeTerrain = stack.second->type->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
if(nativeTerrain == -1)
if(stackNativeTerrain == ETerrainType::BORDER)
continue;
if(nativeTerrain == ETerrainType::BORDER)
nativeTerrain = stackNativeTerrain;
else if(nativeTerrain != stackNativeTerrain)
return -1;
return ETerrainType::BORDER;
}
return nativeTerrain;
}

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@ -162,7 +162,7 @@ public:
bool needsLastStack()const override;
TFaction getFaction() const;
ui32 getTileCost(const TerrainTile &dest, const TerrainTile &from, const TurnInfo * ti) const; //move cost - applying pathfinding skill, road and terrain modifiers. NOT includes diagonal move penalty, last move levelling
int getNativeTerrain() const;
ETerrainType::EETerrainType getNativeTerrain() const;
ui32 getLowestCreatureSpeed() const;
int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day

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@ -1232,6 +1232,16 @@ void CGTownInstance::recreateBuildingsBonuses()
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::ATTACK); //grail
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::DEFENSE); //grail
}
else if(boost::algorithm::ends_with(this->town->faction->identifier, ":cove") && hasBuilt(BuildingID::GRAIL))
{
static TPropagatorPtr lsProp(new CPropagatorNodeType(ALL_CREATURES));
static auto factionLimiter = std::make_shared<CreatureFactionLimiter>(this->town->faction->index);
auto b = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::NO_TERRAIN_PENALTY, Bonus::TOWN_STRUCTURE, 0, BuildingID::GRAIL, "", -1);
b->addLimiter(factionLimiter);
b->addPropagator(lsProp);
VLC->creh->addBonusForAllCreatures(b);
}
}
bool CGTownInstance::addBonusIfBuilt(BuildingSubID::EBuildingSubID subId, Bonus::BonusType type, int val, TPropagatorPtr & prop, int subtype)
@ -1275,6 +1285,7 @@ bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type,
bool CGTownInstance::addBonusImpl(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr & prop, const std::string & description, int subtype)
{
auto b = std::make_shared<Bonus>(Bonus::PERMANENT, type, Bonus::TOWN_STRUCTURE, val, building, description, subtype);
if(prop)
b->addPropagator(prop);
addNewBonus(b);