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https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
vcmi: morale and luck now also IFactionMember
Not all bonus bearers have morale and luck, only faction members
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parent
e37f798a68
commit
a2d4c72016
@ -372,7 +372,7 @@ CTownTooltip::CTownTooltip(Point pos, const CGTownInstance * town)
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init(InfoAboutTown(town, true));
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}
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void MoraleLuckBox::set(const IBonusBearer * node)
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void MoraleLuckBox::set(const IFactionMember * node)
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{
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OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);
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@ -393,21 +393,21 @@ void MoraleLuckBox::set(const IBonusBearer * node)
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text = CGI->generaltexth->arraytxt[textId[morale]];
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boost::algorithm::replace_first(text,"%s",CGI->generaltexth->arraytxt[neutralDescr[morale]-mrlt]);
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if (morale && node && (node->hasBonusOfType(Bonus::UNDEAD)
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|| node->hasBonusOfType(Bonus::NON_LIVING)))
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if (morale && node && (node->getBonusBearer()->hasBonusOfType(Bonus::UNDEAD)
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|| node->getBonusBearer()->hasBonusOfType(Bonus::NON_LIVING)))
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{
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text += CGI->generaltexth->arraytxt[113]; //unaffected by morale
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bonusValue = 0;
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}
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else if(morale && node && node->hasBonusOfType(Bonus::NO_MORALE))
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else if(morale && node && node->getBonusBearer()->hasBonusOfType(Bonus::NO_MORALE))
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{
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auto noMorale = node->getBonus(Selector::type()(Bonus::NO_MORALE));
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auto noMorale = node->getBonusBearer()->getBonus(Selector::type()(Bonus::NO_MORALE));
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text += "\n" + noMorale->Description();
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bonusValue = 0;
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}
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else if (!morale && node && node->hasBonusOfType(Bonus::NO_LUCK))
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else if (!morale && node && node->getBonusBearer()->hasBonusOfType(Bonus::NO_LUCK))
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{
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auto noLuck = node->getBonus(Selector::type()(Bonus::NO_LUCK));
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auto noLuck = node->getBonusBearer()->getBonus(Selector::type()(Bonus::NO_LUCK));
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text += "\n" + noLuck->Description();
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bonusValue = 0;
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}
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@ -16,7 +16,7 @@ VCMI_LIB_NAMESPACE_BEGIN
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class CGGarrison;
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struct InfoAboutArmy;
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class CArmedInstance;
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class IBonusBearer;
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class IFactionMember;
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VCMI_LIB_NAMESPACE_END
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@ -170,7 +170,7 @@ public:
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bool morale; //true if morale, false if luck
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bool small;
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void set(const IBonusBearer *node);
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void set(const IFactionMember *node);
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MoraleLuckBox(bool Morale, const Rect &r, bool Small=false);
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};
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@ -14,6 +14,8 @@
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VCMI_LIB_NAMESPACE_BEGIN
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class BonusList;
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namespace PrimarySkill
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{
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enum PrimarySkill : int8_t;
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@ -50,6 +52,18 @@ public:
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Returns primskill of creature or hero.
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*/
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int getPrimSkillLevel(PrimarySkill::PrimarySkill id) const;
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/**
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Returns morale or luck of creature or hero.
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*/
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int MoraleVal() const; //range [-3, +3]
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int LuckVal() const; //range [-3, +3]
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/**
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Returns total value of all morale bonuses and sets bonusList as a pointer to the list of selected bonuses.
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@param bonusList is the out param it's list of all selected bonuses
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@return total value of all morale in the range [-3, +3] and 0 otherwise
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*/
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int MoraleValAndBonusList(std::shared_ptr<const BonusList> & bonusList) const;
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int LuckValAndBonusList(std::shared_ptr<const BonusList> & bonusList) const;
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};
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VCMI_LIB_NAMESPACE_END
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@ -88,6 +88,55 @@ int IFactionMember::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
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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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int IFactionMember::MoraleValAndBonusList(TConstBonusListPtr & bonusList) const
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{
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static const auto unaffectedByMoraleSelector = Selector::type()(Bonus::NON_LIVING).Or(Selector::type()(Bonus::UNDEAD))
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.Or(Selector::type()(Bonus::SIEGE_WEAPON)).Or(Selector::type()(Bonus::NO_MORALE));
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static const std::string cachingStrUn = "IFactionMember::unaffectedByMoraleSelector";
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auto unaffected = getBonusBearer()->hasBonus(unaffectedByMoraleSelector, cachingStrUn);
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if(unaffected)
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{
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if(bonusList && !bonusList->empty())
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bonusList = std::make_shared<const BonusList>();
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return 0;
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}
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static const auto moraleSelector = Selector::type()(Bonus::MORALE);
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static const std::string cachingStrMor = "type_MORALE";
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bonusList = getBonusBearer()->getBonuses(moraleSelector, cachingStrMor);
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return std::clamp(bonusList->totalValue(), -3, +3);
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}
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int IFactionMember::LuckValAndBonusList(TConstBonusListPtr & bonusList) const
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{
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if(getBonusBearer()->hasBonusOfType(Bonus::NO_LUCK))
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{
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if(bonusList && !bonusList->empty())
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bonusList = std::make_shared<const BonusList>();
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return 0;
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}
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static const auto luckSelector = Selector::type()(Bonus::LUCK);
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static const std::string cachingStrLuck = "type_LUCK";
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bonusList = getBonusBearer()->getBonuses(luckSelector, cachingStrLuck);
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return std::clamp(bonusList->totalValue(), -3, +3);
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}
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int IFactionMember::MoraleVal() const
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{
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TConstBonusListPtr tmp = nullptr;
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return MoraleValAndBonusList(tmp);
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}
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int IFactionMember::LuckVal() const
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{
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TConstBonusListPtr tmp = nullptr;
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return LuckValAndBonusList(tmp);
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}
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ui32 ICreature::MaxHealth() const
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{
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const std::string cachingStr = "type_STACK_HEALTH";
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@ -114,7 +163,7 @@ ui32 ICreature::Speed(int turn, bool useBind) const
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bool ICreature::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation
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{
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static const std::string cachingStr = "IBonusBearer::isLiving";
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static const std::string cachingStr = "ICreature::isLiving";
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static const CSelector selector = Selector::type()(Bonus::UNDEAD)
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.Or(Selector::type()(Bonus::NON_LIVING))
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.Or(Selector::type()(Bonus::GARGOYLE))
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@ -606,22 +606,6 @@ void BonusList::insert(BonusList::TInternalContainer::iterator position, BonusLi
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changed();
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}
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CSelector IBonusBearer::anaffectedByMoraleSelector =
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Selector::type()(Bonus::NON_LIVING)
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.Or(Selector::type()(Bonus::UNDEAD))
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.Or(Selector::type()(Bonus::SIEGE_WEAPON))
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.Or(Selector::type()(Bonus::NO_MORALE));
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CSelector IBonusBearer::moraleSelector = Selector::type()(Bonus::MORALE);
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CSelector IBonusBearer::luckSelector = Selector::type()(Bonus::LUCK);
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IBonusBearer::IBonusBearer()
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:anaffectedByMorale(this, anaffectedByMoraleSelector),
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moraleValue(this, moraleSelector, 0),
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luckValue(this, luckSelector, 0)
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{
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}
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int IBonusBearer::valOfBonuses(Bonus::BonusType type, const CSelector &selector) const
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{
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return valOfBonuses(Selector::type()(type).And(selector));
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@ -685,47 +669,6 @@ bool IBonusBearer::hasBonusFrom(Bonus::BonusSource source, ui32 sourceID) const
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return hasBonus(Selector::source(source,sourceID), fmt.str());
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}
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int IBonusBearer::MoraleVal() const
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{
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if(anaffectedByMorale.getHasBonus())
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return 0;
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return std::clamp(moraleValue.getValue(), -3, +3);
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}
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int IBonusBearer::LuckVal() const
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{
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if(hasBonusOfType(Bonus::NO_LUCK))
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return 0;
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return std::clamp(luckValue.getValue(), -3, +3);
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}
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int IBonusBearer::MoraleValAndBonusList(TConstBonusListPtr & bonusList) const
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{
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if(anaffectedByMorale.getHasBonus())
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{
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if(!bonusList->empty())
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bonusList = std::make_shared<const BonusList>();
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return 0;
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}
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return std::clamp(moraleValue.getValueAndList(bonusList), -3, +3);
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}
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int IBonusBearer::LuckValAndBonusList(TConstBonusListPtr & bonusList) const
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{
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if(hasBonusOfType(Bonus::NO_LUCK))
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{
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if(!bonusList->empty())
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bonusList = std::make_shared<const BonusList>();
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return 0;
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}
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return std::clamp(luckValue.getValueAndList(bonusList), -3, +3);
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}
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std::shared_ptr<const Bonus> IBonusBearer::getBonus(const CSelector &selector) const
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{
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auto bonuses = getAllBonuses(selector, Selector::all);
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@ -663,20 +663,12 @@ DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const BonusList &bonusL
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class DLL_LINKAGE IBonusBearer
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{
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private:
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static CSelector anaffectedByMoraleSelector;
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CCheckProxy anaffectedByMorale;
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static CSelector moraleSelector;
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CTotalsProxy moraleValue;
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static CSelector luckSelector;
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CTotalsProxy luckValue;
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public:
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//new bonusing node interface
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// * selector is predicate that tests if HeroBonus matches our criteria
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// * root is node on which call was made (nullptr will be replaced with this)
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//interface
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IBonusBearer();
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IBonusBearer() = default;
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virtual ~IBonusBearer() = default;
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virtual TConstBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const = 0;
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int valOfBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
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@ -693,19 +685,6 @@ public:
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bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
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bool hasBonusFrom(Bonus::BonusSource source, ui32 sourceID) const;
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//various hlp functions for non-trivial values
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//used for stacks and creatures only
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int MoraleVal() const; //range [-3, +3]
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int LuckVal() const; //range [-3, +3]
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/**
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Returns total value of all morale bonuses and sets bonusList as a pointer to the list of selected bonuses.
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@param bonusList is the out param it's list of all selected bonuses
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@return total value of all morale in the range [-3, +3] and 0 otherwise
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*/
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int MoraleValAndBonusList(TConstBonusListPtr & bonusList) const;
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int LuckValAndBonusList(TConstBonusListPtr & bonusList) const;
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virtual int64_t getTreeVersion() const = 0;
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};
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