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Merge pull request #5158 from IvanSavenko/bonus_caching

[1.6.3] Bonus caching improvements
This commit is contained in:
Ivan Savenko 2025-01-06 14:38:34 +02:00 committed by GitHub
commit c3952b31f1
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41 changed files with 1000 additions and 924 deletions

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@ -857,15 +857,6 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
exchangeBattle->nextRound();
}
// avoid blocking path for stronger stack by weaker stack
// the method checks if all stacks can be placed around enemy
std::map<BattleHex, battle::Units> reachabilityMap;
auto hexes = ap.attack.defender->getSurroundingHexes();
for(auto hex : hexes)
reachabilityMap[hex] = getOneTurnReachableUnits(turn, hex);
auto score = v.getScore();
if(simulationTurnsCount < totalTurnsCount)

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@ -47,11 +47,10 @@ ChainActor::ChainActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t
initialTurn = 0;
armyValue = getHeroArmyStrengthWithCommander(hero, hero);
heroFightingStrength = hero->getHeroStrength();
tiCache.reset(new TurnInfo(hero));
}
ChainActor::ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy)
:hero(carrier->hero), tiCache(carrier->tiCache), heroRole(carrier->heroRole), isMovable(true), creatureSet(heroArmy), chainMask(carrier->chainMask | other->chainMask),
:hero(carrier->hero), heroRole(carrier->heroRole), isMovable(true), creatureSet(heroArmy), chainMask(carrier->chainMask | other->chainMask),
baseActor(this), carrierParent(carrier), otherParent(other), heroFightingStrength(carrier->heroFightingStrength),
actorExchangeCount(carrier->actorExchangeCount + other->actorExchangeCount), armyCost(carrier->armyCost + other->armyCost), actorAction()
{
@ -75,7 +74,7 @@ int ChainActor::maxMovePoints(CGPathNode::ELayer layer)
throw std::logic_error("Asking movement points for static actor");
#endif
return hero->movementPointsLimitCached(layer, tiCache.get());
return hero->movementPointsLimit(layer);
}
std::string ChainActor::toString() const
@ -133,7 +132,6 @@ void ChainActor::setBaseActor(HeroActor * base)
heroFightingStrength = base->heroFightingStrength;
armyCost = base->armyCost;
actorAction = base->actorAction;
tiCache = base->tiCache;
actorExchangeCount = base->actorExchangeCount;
}

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@ -73,7 +73,6 @@ public:
float heroFightingStrength;
uint8_t actorExchangeCount;
TResources armyCost;
std::shared_ptr<TurnInfo> tiCache;
ChainActor() = default;
virtual ~ChainActor() = default;

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@ -821,7 +821,7 @@ void ApplyClientNetPackVisitor::visitBattleSetActiveStack(BattleSetActiveStack &
const CStack *activated = gs.getBattle(pack.battleID)->battleGetStackByID(pack.stack);
PlayerColor playerToCall; //pack.player that will move activated stack
if(activated->hasBonusOfType(BonusType::HYPNOTIZED))
if(activated->isHypnotized())
{
playerToCall = gs.getBattle(pack.battleID)->getSide(BattleSide::ATTACKER).color == activated->unitOwner()
? gs.getBattle(pack.battleID)->getSide(BattleSide::DEFENDER).color

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@ -305,7 +305,11 @@
// if heroes are invitable in tavern
"tavernInvite" : false,
// minimal primary skills for heroes
"minimalPrimarySkills": [ 0, 0, 1, 1]
"minimalPrimarySkills": [ 0, 0, 1, 1],
/// movement points hero can get on start of the turn when on land, depending on speed of slowest creature (0-based list)
"movementPointsLand" : [ 1500, 1500, 1500, 1500, 1560, 1630, 1700, 1760, 1830, 1900, 1960, 2000 ],
/// movement points hero can get on start of the turn when on sea, depending on speed of slowest creature (0-based list)
"movementPointsSea" : [ 1500 ]
},
"towns":
@ -560,29 +564,6 @@
"type" : "MANA_PER_KNOWLEDGE_PERCENTAGE", //1000% mana per knowledge
"val" : 1000,
"valueType" : "BASE_NUMBER"
},
"landMovement" :
{
"type" : "MOVEMENT", //Basic land movement
"subtype" : "heroMovementLand",
"val" : 1300,
"valueType" : "BASE_NUMBER",
"updater" : {
"type" : "ARMY_MOVEMENT", //Enable army movement bonus
"parameters" : [
20, // Movement points for lowest speed numerator
3, // Movement points for lowest speed denominator
10, // Resulting value, rounded down, will be multiplied by this number
700 // All army movement bonus cannot be higher than this value (so, max movement will be 1300 + 700 for this settings)
]
}
},
"seaMovement" :
{
"type" : "MOVEMENT", //Basic sea movement
"subtype" : "heroMovementSea",
"val" : 1500,
"valueType" : "BASE_NUMBER"
}
}
},

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@ -23,9 +23,10 @@ class DLL_LINKAGE ACreature: public AFactionMember
{
public:
bool isLiving() const; //non-undead, non-non living or alive
ui32 getMovementRange(int turn) const; //get speed (in moving tiles) of creature with all modificators
ui32 getMovementRange() const; //get speed (in moving tiles) of creature with all modificators
virtual ui32 getMovementRange(int turn) const; //get speed (in moving tiles) of creature with all modificators
virtual ui32 getMovementRange() const; //get speed (in moving tiles) of creature with all modificators
virtual ui32 getMaxHealth() const; //get max HP of stack with all modifiers
virtual int32_t getInitiative(int turn = 0) const;
};
template <typename IdType>

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@ -44,10 +44,6 @@ public:
Returns defence of creature or hero.
*/
virtual int getDefense(bool ranged) const;
/**
Returns primskill of creature or hero.
*/
int getPrimSkillLevel(PrimarySkill id) const;
/**
Returns morale of creature or hero. Taking absolute bonuses into account.
For now, uses range from EGameSettings

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@ -69,14 +69,6 @@ int AFactionMember::getMaxDamage(bool ranged) const
return getBonusBearer()->valOfBonuses(selector, cachingStr);
}
int AFactionMember::getPrimSkillLevel(PrimarySkill id) const
{
auto allSkills = getBonusBearer()->getBonusesOfType(BonusType::PRIMARY_SKILL);
int ret = allSkills->valOfBonuses(Selector::subtype()(BonusSubtypeID(id)));
int minSkillValue = VLC->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, id.getNum());
return std::max(ret, minSkillValue); //otherwise, some artifacts may cause negative skill value effect, sp=0 works in old saves
}
int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
{
int32_t maxGoodMorale = VLC->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE).size();
@ -160,6 +152,19 @@ ui32 ACreature::getMovementRange() const
return getBonusBearer()->valOfBonuses(BonusType::STACKS_SPEED);
}
int32_t ACreature::getInitiative(int turn) const
{
if (turn == 0)
{
return getBonusBearer()->valOfBonuses(BonusType::STACKS_SPEED);
}
else
{
const std::string cachingStrSS = "type_STACKS_SPEED_turns_" + std::to_string(turn);
return getBonusBearer()->valOfBonuses(Selector::type()(BonusType::STACKS_SPEED).And(Selector::turns(turn)), cachingStrSS);
}
}
ui32 ACreature::getMovementRange(int turn) const
{
if (turn == 0)

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@ -65,12 +65,12 @@ set(lib_MAIN_SRCS
battle/Unit.cpp
bonuses/Bonus.cpp
bonuses/BonusCache.cpp
bonuses/BonusEnum.cpp
bonuses/BonusList.cpp
bonuses/BonusParams.cpp
bonuses/BonusSelector.cpp
bonuses/BonusCustomTypes.cpp
bonuses/CBonusProxy.cpp
bonuses/CBonusSystemNode.cpp
bonuses/IBonusBearer.cpp
bonuses/Limiters.cpp
@ -435,12 +435,12 @@ set(lib_MAIN_HEADERS
battle/Unit.h
bonuses/Bonus.h
bonuses/BonusCache.h
bonuses/BonusEnum.h
bonuses/BonusList.h
bonuses/BonusParams.h
bonuses/BonusSelector.h
bonuses/BonusCustomTypes.h
bonuses/CBonusProxy.h
bonuses/CBonusSystemNode.h
bonuses/IBonusBearer.h
bonuses/Limiters.h

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@ -76,6 +76,8 @@ const std::vector<GameSettings::SettingOption> GameSettings::settingProperties =
{EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS, "heroes", "retreatOnWinWithoutTroops" },
{EGameSettings::HEROES_STARTING_STACKS_CHANCES, "heroes", "startingStackChances" },
{EGameSettings::HEROES_TAVERN_INVITE, "heroes", "tavernInvite" },
{EGameSettings::HEROES_MOVEMENT_POINTS_LAND, "heroes", "movementPointsLand" },
{EGameSettings::HEROES_MOVEMENT_POINTS_SEA, "heroes", "movementPointsSea" },
{EGameSettings::MAP_FORMAT_ARMAGEDDONS_BLADE, "mapFormat", "armageddonsBlade" },
{EGameSettings::MAP_FORMAT_CHRONICLES, "mapFormat", "chronicles" },
{EGameSettings::MAP_FORMAT_HORN_OF_THE_ABYSS, "mapFormat", "hornOfTheAbyss" },

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@ -49,6 +49,8 @@ enum class EGameSettings
HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS,
HEROES_STARTING_STACKS_CHANCES,
HEROES_TAVERN_INVITE,
HEROES_MOVEMENT_POINTS_LAND,
HEROES_MOVEMENT_POINTS_SEA,
MAP_FORMAT_ARMAGEDDONS_BLADE,
MAP_FORMAT_CHRONICLES,
MAP_FORMAT_HORN_OF_THE_ABYSS,

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@ -151,36 +151,6 @@ std::vector<JsonNode> TerrainTypeHandler::loadLegacyData()
return result;
}
bool TerrainType::isLand() const
{
return !isWater();
}
bool TerrainType::isWater() const
{
return passabilityType & PassabilityType::WATER;
}
bool TerrainType::isRock() const
{
return passabilityType & PassabilityType::ROCK;
}
bool TerrainType::isPassable() const
{
return !isRock();
}
bool TerrainType::isSurface() const
{
return passabilityType & PassabilityType::SURFACE;
}
bool TerrainType::isUnderground() const
{
return passabilityType & PassabilityType::SUBTERRANEAN;
}
bool TerrainType::isTransitionRequired() const
{
return transitionRequired;

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@ -83,14 +83,13 @@ public:
TerrainType() = default;
bool isLand() const;
bool isWater() const;
bool isRock() const;
inline bool isLand() const;
inline bool isWater() const;
inline bool isRock() const;
inline bool isPassable() const;
inline bool isSurface() const;
inline bool isUnderground() const;
bool isPassable() const;
bool isSurface() const;
bool isUnderground() const;
bool isTransitionRequired() const;
};
@ -112,4 +111,34 @@ public:
std::vector<JsonNode> loadLegacyData() override;
};
inline bool TerrainType::isLand() const
{
return !isWater();
}
inline bool TerrainType::isWater() const
{
return passabilityType & PassabilityType::WATER;
}
inline bool TerrainType::isRock() const
{
return passabilityType & PassabilityType::ROCK;
}
inline bool TerrainType::isPassable() const
{
return !isRock();
}
inline bool TerrainType::isSurface() const
{
return passabilityType & PassabilityType::SURFACE;
}
inline bool TerrainType::isUnderground() const
{
return passabilityType & PassabilityType::SUBTERRANEAN;
}
VCMI_LIB_NAMESPACE_END

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@ -714,18 +714,7 @@ bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker) const
if (!attacker->canShoot())
return false;
//forgetfulness
TConstBonusListPtr forgetfulList = attacker->getBonusesOfType(BonusType::FORGETFULL);
if(!forgetfulList->empty())
{
int forgetful = forgetfulList->totalValue();
//advanced+ level
if(forgetful > 1)
return false;
}
return !battleIsUnitBlocked(attacker) || attacker->hasBonusOfType(BonusType::FREE_SHOOTING);
return attacker->canShootBlocked() || !battleIsUnitBlocked(attacker);
}
bool CBattleInfoCallback::battleCanTargetEmptyHex(const battle::Unit * attacker) const
@ -1732,9 +1721,6 @@ bool CBattleInfoCallback::battleIsUnitBlocked(const battle::Unit * unit) const
{
RETURN_IF_NOT_BATTLE(false);
if(unit->hasBonusOfType(BonusType::SIEGE_WEAPON)) //siege weapons cannot be blocked
return false;
for(const auto * adjacent : battleAdjacentUnits(unit))
{
if(adjacent->unitOwner() != unit->unitOwner()) //blocked by enemy stack

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@ -404,7 +404,7 @@ PlayerColor CBattleInfoEssentials::battleGetOwner(const battle::Unit * unit) con
PlayerColor initialOwner = getBattle()->getSidePlayer(unit->unitSide());
if(unit->hasBonusOfType(BonusType::HYPNOTIZED))
if(unit->isHypnotized())
return otherPlayer(initialOwner);
else
return initialOwner;

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@ -26,7 +26,7 @@ namespace battle
CAmmo::CAmmo(const battle::Unit * Owner, CSelector totalSelector):
used(0),
owner(Owner),
totalProxy(Owner, std::move(totalSelector))
totalProxy(Owner, totalSelector)
{
reset();
}
@ -34,7 +34,6 @@ CAmmo::CAmmo(const battle::Unit * Owner, CSelector totalSelector):
CAmmo & CAmmo::operator= (const CAmmo & other)
{
used = other.used;
totalProxy = other.totalProxy;
return *this;
}
@ -60,7 +59,7 @@ void CAmmo::reset()
int32_t CAmmo::total() const
{
return totalProxy->totalValue();
return totalProxy.getValue();
}
void CAmmo::use(int32_t amount)
@ -85,20 +84,13 @@ void CAmmo::serializeJson(JsonSerializeFormat & handler)
///CShots
CShots::CShots(const battle::Unit * Owner)
: CAmmo(Owner, Selector::type()(BonusType::SHOTS)),
shooter(Owner, BonusType::SHOOTER)
shooter(Owner, Selector::type()(BonusType::SHOOTER))
{
}
CShots & CShots::operator=(const CShots & other)
{
CAmmo::operator=(other);
shooter = other.shooter;
return *this;
}
bool CShots::isLimited() const
{
return !shooter.getHasBonus() || !env->unitHasAmmoCart(owner);
return !shooter.hasBonus() || !env->unitHasAmmoCart(owner);
}
void CShots::setEnv(const IUnitEnvironment * env_)
@ -108,7 +100,7 @@ void CShots::setEnv(const IUnitEnvironment * env_)
int32_t CShots::total() const
{
if(shooter.getHasBonus())
if(shooter.hasBonus())
return CAmmo::total();
else
return 0;
@ -124,23 +116,23 @@ CCasts::CCasts(const battle::Unit * Owner):
CRetaliations::CRetaliations(const battle::Unit * Owner)
: CAmmo(Owner, Selector::type()(BonusType::ADDITIONAL_RETALIATION)),
totalCache(0),
noRetaliation(Owner, Selector::type()(BonusType::SIEGE_WEAPON).Or(Selector::type()(BonusType::HYPNOTIZED)).Or(Selector::type()(BonusType::NO_RETALIATION)), "CRetaliations::noRetaliation"),
unlimited(Owner, BonusType::UNLIMITED_RETALIATIONS)
noRetaliation(Owner, Selector::type()(BonusType::SIEGE_WEAPON).Or(Selector::type()(BonusType::HYPNOTIZED)).Or(Selector::type()(BonusType::NO_RETALIATION))),
unlimited(Owner, Selector::type()(BonusType::UNLIMITED_RETALIATIONS))
{
}
bool CRetaliations::isLimited() const
{
return !unlimited.getHasBonus() || noRetaliation.getHasBonus();
return !unlimited.hasBonus() || noRetaliation.hasBonus();
}
int32_t CRetaliations::total() const
{
if(noRetaliation.getHasBonus())
if(noRetaliation.hasBonus())
return 0;
//after dispel bonus should remain during current round
int32_t val = 1 + totalProxy->totalValue();
int32_t val = 1 + totalProxy.getValue();
vstd::amax(totalCache, val);
return totalCache;
}
@ -341,13 +333,9 @@ CUnitState::CUnitState():
counterAttacks(this),
health(this),
shots(this),
totalAttacks(this, Selector::type()(BonusType::ADDITIONAL_ATTACK), 1),
minDamage(this, Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageMin)), 0),
maxDamage(this, Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageMax)), 0),
attack(this, Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::ATTACK)), 0),
defence(this, Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::DEFENSE)), 0),
inFrenzy(this, Selector::type()(BonusType::IN_FRENZY)),
cloneLifetimeMarker(this, Selector::type()(BonusType::NONE).And(Selector::source(BonusSource::SPELL_EFFECT, BonusSourceID(SpellID(SpellID::CLONE)))), "CUnitState::cloneLifetimeMarker"),
stackSpeedPerTurn(this, Selector::type()(BonusType::STACKS_SPEED), BonusCacheMode::VALUE),
immobilizedPerTurn(this, Selector::type()(BonusType::SIEGE_WEAPON).Or(Selector::type()(BonusType::BIND_EFFECT)), BonusCacheMode::PRESENCE),
bonusCache(this),
cloneID(-1)
{
@ -371,16 +359,7 @@ CUnitState & CUnitState::operator=(const CUnitState & other)
waiting = other.waiting;
waitedThisTurn = other.waitedThisTurn;
casts = other.casts;
counterAttacks = other.counterAttacks;
health = other.health;
shots = other.shots;
totalAttacks = other.totalAttacks;
minDamage = other.minDamage;
maxDamage = other.maxDamage;
attack = other.attack;
defence = other.defence;
inFrenzy = other.inFrenzy;
cloneLifetimeMarker = other.cloneLifetimeMarker;
cloneID = other.cloneID;
position = other.position;
return *this;
@ -542,9 +521,16 @@ bool CUnitState::isCaster() const
return casts.total() > 0;//do not check specific cast abilities here
}
bool CUnitState::canShootBlocked() const
{
return bonusCache.getBonusValue(UnitBonusValuesProxy::HAS_FREE_SHOOTING);
}
bool CUnitState::canShoot() const
{
return shots.canUse(1);
return
shots.canUse(1) &&
bonusCache.getBonusValue(UnitBonusValuesProxy::FORGETFULL) <= 1; //advanced+ level
}
bool CUnitState::isShooter() const
@ -579,6 +565,11 @@ int64_t CUnitState::getTotalHealth() const
return health.total();
}
uint32_t CUnitState::getMaxHealth() const
{
return std::max(1, bonusCache.getBonusValue(UnitBonusValuesProxy::STACK_HEALTH));
}
BattleHex CUnitState::getPosition() const
{
return position;
@ -591,11 +582,20 @@ void CUnitState::setPosition(BattleHex hex)
int32_t CUnitState::getInitiative(int turn) const
{
if (turn == 0)
return valOfBonuses(BonusType::STACKS_SPEED);
return stackSpeedPerTurn.getValue(turn);
}
std::string cachingStr = "type_STACKS_SPEED_turns_" + std::to_string(turn);
return valOfBonuses(Selector::type()(BonusType::STACKS_SPEED).And(Selector::turns(turn)), cachingStr);
ui32 CUnitState::getMovementRange(int turn) const
{
if (immobilizedPerTurn.getValue(0) != 0)
return 0;
return stackSpeedPerTurn.getValue(0);
}
ui32 CUnitState::getMovementRange() const
{
return getMovementRange(0);
}
uint8_t CUnitState::getRangedFullDamageDistance() const
@ -693,47 +693,69 @@ BattlePhases::Type CUnitState::battleQueuePhase(int turn) const
}
}
bool CUnitState::isHypnotized() const
{
return bonusCache.getBonusValue(UnitBonusValuesProxy::HYPNOTIZED);
}
int CUnitState::getTotalAttacks(bool ranged) const
{
return ranged ? totalAttacks.getRangedValue() : totalAttacks.getMeleeValue();
return 1 + (ranged ?
bonusCache.getBonusValue(UnitBonusValuesProxy::TOTAL_ATTACKS_RANGED):
bonusCache.getBonusValue(UnitBonusValuesProxy::TOTAL_ATTACKS_MELEE));
}
int CUnitState::getMinDamage(bool ranged) const
{
return ranged ? minDamage.getRangedValue() : minDamage.getMeleeValue();
return ranged ?
bonusCache.getBonusValue(UnitBonusValuesProxy::MIN_DAMAGE_RANGED):
bonusCache.getBonusValue(UnitBonusValuesProxy::MIN_DAMAGE_MELEE);
}
int CUnitState::getMaxDamage(bool ranged) const
{
return ranged ? maxDamage.getRangedValue() : maxDamage.getMeleeValue();
return ranged ?
bonusCache.getBonusValue(UnitBonusValuesProxy::MAX_DAMAGE_RANGED):
bonusCache.getBonusValue(UnitBonusValuesProxy::MAX_DAMAGE_MELEE);
}
int CUnitState::getAttack(bool ranged) const
{
int ret = ranged ? attack.getRangedValue() : attack.getMeleeValue();
int attack = ranged ?
bonusCache.getBonusValue(UnitBonusValuesProxy::ATTACK_RANGED):
bonusCache.getBonusValue(UnitBonusValuesProxy::ATTACK_MELEE);
if(!inFrenzy->empty())
int frenzy = bonusCache.getBonusValue(UnitBonusValuesProxy::IN_FRENZY);
if(frenzy != 0)
{
double frenzyPower = static_cast<double>(inFrenzy->totalValue()) / 100;
frenzyPower *= static_cast<double>(ranged ? defence.getRangedValue() : defence.getMeleeValue());
ret += static_cast<int>(frenzyPower);
int defence = ranged ?
bonusCache.getBonusValue(UnitBonusValuesProxy::DEFENCE_RANGED):
bonusCache.getBonusValue(UnitBonusValuesProxy::DEFENCE_MELEE);
int frenzyBonus = frenzy * defence / 100;
attack += frenzyBonus;
}
vstd::amax(ret, 0);
return ret;
vstd::amax(attack, 0);
return attack;
}
int CUnitState::getDefense(bool ranged) const
{
if(!inFrenzy->empty())
int frenzy = bonusCache.getBonusValue(UnitBonusValuesProxy::IN_FRENZY);
if(frenzy != 0)
{
return 0;
}
else
{
int ret = ranged ? defence.getRangedValue() : defence.getMeleeValue();
vstd::amax(ret, 0);
return ret;
int defence = ranged ?
bonusCache.getBonusValue(UnitBonusValuesProxy::DEFENCE_RANGED):
bonusCache.getBonusValue(UnitBonusValuesProxy::DEFENCE_MELEE);
vstd::amax(defence, 0);
return defence;
}
}
@ -886,7 +908,7 @@ void CUnitState::afterNewRound()
if(alive() && isClone())
{
if(!cloneLifetimeMarker.getHasBonus())
if(!bonusCache.hasBonus(UnitBonusValuesProxy::CLONE_MARKER))
makeGhost();
}
}

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@ -11,7 +11,7 @@
#pragma once
#include "Unit.h"
#include "../bonuses/CBonusProxy.h"
#include "../bonuses/BonusCache.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -32,10 +32,6 @@ class DLL_LINKAGE CAmmo
public:
explicit CAmmo(const battle::Unit * Owner, CSelector totalSelector);
//only copy construction is allowed for acquire(), serializeJson should be used for any other "assignment"
CAmmo(const CAmmo & other) = default;
CAmmo(CAmmo && other) = delete;
CAmmo & operator=(const CAmmo & other);
CAmmo & operator=(CAmmo && other) = delete;
@ -50,15 +46,14 @@ public:
protected:
int32_t used;
const battle::Unit * owner;
CBonusProxy totalProxy;
BonusValueCache totalProxy;
};
class DLL_LINKAGE CShots : public CAmmo
{
public:
explicit CShots(const battle::Unit * Owner);
CShots(const CShots & other) = default;
CShots & operator=(const CShots & other);
bool isLimited() const override;
int32_t total() const override;
@ -66,23 +61,20 @@ public:
private:
const IUnitEnvironment * env;
CCheckProxy shooter;
BonusValueCache shooter;
};
class DLL_LINKAGE CCasts : public CAmmo
{
public:
explicit CCasts(const battle::Unit * Owner);
CCasts(const CCasts & other) = default;
CCasts & operator=(const CCasts & other) = default;
};
class DLL_LINKAGE CRetaliations : public CAmmo
{
public:
explicit CRetaliations(const battle::Unit * Owner);
CRetaliations(const CRetaliations & other) = default;
CRetaliations & operator=(const CRetaliations & other) = default;
bool isLimited() const override;
int32_t total() const override;
void reset() override;
@ -91,8 +83,8 @@ public:
private:
mutable int32_t totalCache;
CCheckProxy noRetaliation;
CCheckProxy unlimited;
BonusValueCache noRetaliation;
BonusValueCache unlimited;
};
class DLL_LINKAGE CHealth
@ -154,11 +146,6 @@ public:
CHealth health;
CShots shots;
CTotalsProxy totalAttacks;
CTotalsProxy minDamage;
CTotalsProxy maxDamage;
///id of alive clone of this stack clone if any
si32 cloneID;
@ -205,11 +192,14 @@ public:
bool isFrozen() const override;
bool isValidTarget(bool allowDead = false) const override;
bool isHypnotized() const override;
bool isClone() const override;
bool hasClone() const override;
bool canCast() const override;
bool isCaster() const override;
bool canShootBlocked() const override;
bool canShoot() const override;
bool isShooter() const override;
@ -218,6 +208,7 @@ public:
int32_t getFirstHPleft() const override;
int64_t getAvailableHealth() const override;
int64_t getTotalHealth() const override;
uint32_t getMaxHealth() const override;
BattleHex getPosition() const override;
void setPosition(BattleHex hex) override;
@ -225,6 +216,9 @@ public:
uint8_t getRangedFullDamageDistance() const;
uint8_t getShootingRangeDistance() const;
ui32 getMovementRange(int turn) const override;
ui32 getMovementRange() const override;
bool canMove(int turn = 0) const override;
bool defended(int turn = 0) const override;
bool moved(int turn = 0) const override;
@ -268,11 +262,9 @@ public:
private:
const IUnitEnvironment * env;
CTotalsProxy attack;
CTotalsProxy defence;
CBonusProxy inFrenzy;
CCheckProxy cloneLifetimeMarker;
BonusCachePerTurn immobilizedPerTurn;
BonusCachePerTurn stackSpeedPerTurn;
UnitBonusValuesProxy bonusCache;
void reset();
};
@ -282,13 +274,12 @@ class DLL_LINKAGE CUnitStateDetached : public CUnitState
public:
explicit CUnitStateDetached(const IUnitInfo * unit_, const IBonusBearer * bonus_);
TConstBonusListPtr getAllBonuses(const CSelector & selector, const CSelector & limit,
const std::string & cachingStr = "") const override;
CUnitStateDetached & operator= (const CUnitState & other);
TConstBonusListPtr getAllBonuses(const CSelector & selector, const CSelector & limit, const std::string & cachingStr = "") const override;
int64_t getTreeVersion() const override;
CUnitStateDetached & operator= (const CUnitState & other);
uint32_t unitId() const override;
BattleSide unitSide() const override;
@ -297,7 +288,6 @@ public:
SlotID unitSlot() const override;
int32_t unitBaseAmount() const override;
void spendMana(ServerCallback * server, const int spellCost) const override;

View File

@ -84,11 +84,14 @@ public:
bool isTurret() const;
virtual bool isValidTarget(bool allowDead = false) const = 0; //non-turret non-ghost stacks (can be attacked or be object of magic effect)
virtual bool isHypnotized() const = 0;
virtual bool isClone() const = 0;
virtual bool hasClone() const = 0;
virtual bool canCast() const = 0;
virtual bool isCaster() const = 0;
virtual bool canShootBlocked() const = 0;
virtual bool canShoot() const = 0;
virtual bool isShooter() const = 0;
@ -112,8 +115,6 @@ public:
virtual BattleHex getPosition() const = 0;
virtual void setPosition(BattleHex hex) = 0;
virtual int32_t getInitiative(int turn = 0) const = 0;
virtual bool canMove(int turn = 0) const = 0; //if stack can move
virtual bool defended(int turn = 0) const = 0;
virtual bool moved(int turn = 0) const = 0; //if stack was already moved this turn

212
lib/bonuses/BonusCache.cpp Normal file
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@ -0,0 +1,212 @@
/*
* BonusCache.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "BonusCache.h"
#include "IBonusBearer.h"
#include "BonusSelector.h"
#include "BonusList.h"
#include "../VCMI_Lib.h"
#include "../IGameSettings.h"
VCMI_LIB_NAMESPACE_BEGIN
int BonusCacheBase::getBonusValueImpl(BonusCacheEntry & currentValue, const CSelector & selector, BonusCacheMode mode) const
{
if (target->getTreeVersion() == currentValue.version)
{
return currentValue.value;
}
else
{
// NOTE: following code theoretically can fail if bonus tree was changed by another thread between two following lines
// However, this situation should not be possible - gamestate modification should only happen in single-treaded mode with locked gamestate mutex
int newValue;
if (mode == BonusCacheMode::VALUE)
newValue = target->valOfBonuses(selector);
else
newValue = target->hasBonus(selector);
currentValue.value = newValue;
currentValue.version = target->getTreeVersion();
return newValue;
}
}
BonusValueCache::BonusValueCache(const IBonusBearer * target, const CSelector & selector)
:BonusCacheBase(target),selector(selector)
{}
int BonusValueCache::getValue() const
{
return getBonusValueImpl(value, selector, BonusCacheMode::VALUE);
}
bool BonusValueCache::hasBonus() const
{
return getBonusValueImpl(value, selector, BonusCacheMode::PRESENCE);
}
MagicSchoolMasteryCache::MagicSchoolMasteryCache(const IBonusBearer * target)
:target(target)
{}
void MagicSchoolMasteryCache::update() const
{
static const CSelector allBonusesSelector = Selector::type()(BonusType::MAGIC_SCHOOL_SKILL);
static const std::array schoolsSelector = {
Selector::subtype()(SpellSchool::ANY),
Selector::subtype()(SpellSchool::AIR),
Selector::subtype()(SpellSchool::FIRE),
Selector::subtype()(SpellSchool::WATER),
Selector::subtype()(SpellSchool::EARTH),
};
auto list = target->getBonuses(allBonusesSelector);
for (int i = 0; i < schoolsSelector.size(); ++i)
schools[i] = list->valOfBonuses(schoolsSelector[i]);
version = target->getTreeVersion();
}
int32_t MagicSchoolMasteryCache::getMastery(const SpellSchool & school) const
{
if (target->getTreeVersion() != version)
update();
return schools[school.num + 1];
}
PrimarySkillsCache::PrimarySkillsCache(const IBonusBearer * target)
:target(target)
{}
void PrimarySkillsCache::update() const
{
static const CSelector primarySkillsSelector = Selector::type()(BonusType::PRIMARY_SKILL);
static const CSelector attackSelector = Selector::subtype()(PrimarySkill::ATTACK);
static const CSelector defenceSelector = Selector::subtype()(PrimarySkill::DEFENSE);
static const CSelector spellPowerSelector = Selector::subtype()(PrimarySkill::SPELL_POWER);
static const CSelector knowledgeSelector = Selector::subtype()(PrimarySkill::KNOWLEDGE);
std::array<int, 4> minValues = {
VLC->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, PrimarySkill::ATTACK),
VLC->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, PrimarySkill::DEFENSE),
VLC->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, PrimarySkill::SPELL_POWER),
VLC->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, PrimarySkill::KNOWLEDGE)
};
auto list = target->getBonuses(primarySkillsSelector);
skills[PrimarySkill::ATTACK] = std::max(minValues[PrimarySkill::ATTACK], list->valOfBonuses(attackSelector));
skills[PrimarySkill::DEFENSE] = std::max(minValues[PrimarySkill::DEFENSE], list->valOfBonuses(defenceSelector));
skills[PrimarySkill::SPELL_POWER] = std::max(minValues[PrimarySkill::SPELL_POWER], list->valOfBonuses(spellPowerSelector));
skills[PrimarySkill::KNOWLEDGE] = std::max(minValues[PrimarySkill::KNOWLEDGE], list->valOfBonuses(knowledgeSelector));
version = target->getTreeVersion();
}
const std::array<std::atomic<int32_t>, 4> & PrimarySkillsCache::getSkills() const
{
if (target->getTreeVersion() != version)
update();
return skills;
}
int BonusCachePerTurn::getValueUncached(int turns) const
{
std::lock_guard lock(bonusListMutex);
int nodeTreeVersion = target->getTreeVersion();
if (bonusListVersion != nodeTreeVersion)
{
bonusList = target->getBonuses(selector);
bonusListVersion = nodeTreeVersion;
}
if (mode == BonusCacheMode::VALUE)
{
if (turns != 0)
return bonusList->valOfBonuses(Selector::turns(turns));
else
return bonusList->totalValue();
}
else
{
if (turns != 0)
return bonusList->getFirst(Selector::turns(turns)) != nullptr;
else
return !bonusList->empty();
}
}
int BonusCachePerTurn::getValue(int turns) const
{
int nodeTreeVersion = target->getTreeVersion();
if (turns < cachedTurns)
{
auto & entry = cache[turns];
if (entry.version == nodeTreeVersion)
{
// best case: value is in cache and up-to-date
return entry.value;
}
else
{
// else - compute value and update it in the cache
int newValue = getValueUncached(turns);
entry.value = newValue;
entry.version = nodeTreeVersion;
return newValue;
}
}
else
{
// non-cacheable value - compute and return (should be 0 / close to 0 calls)
return getValueUncached(turns);
}
}
const UnitBonusValuesProxy::SelectorsArray * UnitBonusValuesProxy::generateSelectors()
{
static const CSelector additionalAttack = Selector::type()(BonusType::ADDITIONAL_ATTACK);
static const CSelector selectorMelee = Selector::effectRange()(BonusLimitEffect::NO_LIMIT).Or(Selector::effectRange()(BonusLimitEffect::ONLY_MELEE_FIGHT));
static const CSelector selectorRanged = Selector::effectRange()(BonusLimitEffect::NO_LIMIT).Or(Selector::effectRange()(BonusLimitEffect::ONLY_DISTANCE_FIGHT));
static const CSelector minDamage = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageMin));
static const CSelector maxDamage = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageMax));
static const CSelector attack = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::ATTACK));
static const CSelector defence = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::DEFENSE));
static const UnitBonusValuesProxy::SelectorsArray selectors = {
additionalAttack.And(selectorMelee), //TOTAL_ATTACKS_MELEE,
additionalAttack.And(selectorRanged), //TOTAL_ATTACKS_RANGED,
minDamage.And(selectorMelee), //MIN_DAMAGE_MELEE,
minDamage.And(selectorRanged), //MIN_DAMAGE_RANGED,
maxDamage.And(selectorMelee), //MAX_DAMAGE_MELEE,
maxDamage.And(selectorRanged), //MAX_DAMAGE_RANGED,
attack.And(selectorRanged),//ATTACK_MELEE,
attack.And(selectorRanged),//ATTACK_RANGED,
defence.And(selectorRanged),//DEFENCE_MELEE,
defence.And(selectorRanged),//DEFENCE_RANGED,
Selector::type()(BonusType::IN_FRENZY),//IN_FRENZY,
Selector::type()(BonusType::FORGETFULL),//FORGETFULL,
Selector::type()(BonusType::HYPNOTIZED),//HYPNOTIZED,
Selector::type()(BonusType::FREE_SHOOTING).Or(Selector::type()(BonusType::SIEGE_WEAPON)),//HAS_FREE_SHOOTING,
Selector::type()(BonusType::STACK_HEALTH),//STACK_HEALTH,
Selector::type()(BonusType::NONE).And(Selector::source(BonusSource::SPELL_EFFECT, BonusSourceID(SpellID(SpellID::CLONE))))
};
return &selectors;
}
VCMI_LIB_NAMESPACE_END

188
lib/bonuses/BonusCache.h Normal file
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@ -0,0 +1,188 @@
/*
* BonusCache.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "BonusSelector.h"
VCMI_LIB_NAMESPACE_BEGIN
enum class BonusCacheMode : int8_t
{
VALUE, // total value of bonus will be cached
PRESENCE, // presence of bonus will be cached
};
/// Internal base class with no own cache
class BonusCacheBase
{
protected:
const IBonusBearer * target;
explicit BonusCacheBase(const IBonusBearer * target):
target(target)
{}
struct BonusCacheEntry
{
std::atomic<int64_t> version = 0;
std::atomic<int64_t> value = 0;
};
int getBonusValueImpl(BonusCacheEntry & currentValue, const CSelector & selector, BonusCacheMode) const;
};
/// Cache that tracks a single query to bonus system
class BonusValueCache : public BonusCacheBase
{
CSelector selector;
mutable BonusCacheEntry value;
public:
BonusValueCache(const IBonusBearer * target, const CSelector & selector);
int getValue() const;
bool hasBonus() const;
};
/// Cache that can track a list of queries to bonus system
template<size_t SIZE>
class BonusValuesArrayCache : public BonusCacheBase
{
public:
using SelectorsArray = std::array<const CSelector, SIZE>;
BonusValuesArrayCache(const IBonusBearer * target, const SelectorsArray * selectors)
: BonusCacheBase(target)
, selectors(selectors)
{}
int getBonusValue(int index) const
{
return getBonusValueImpl(cache[index], (*selectors)[index], BonusCacheMode::VALUE);
}
int hasBonus(int index) const
{
return getBonusValueImpl(cache[index], (*selectors)[index], BonusCacheMode::PRESENCE);
}
private:
using CacheArray = std::array<BonusCacheEntry, SIZE>;
const SelectorsArray * selectors;
mutable CacheArray cache;
};
class UnitBonusValuesProxy
{
public:
enum ECacheKeys : int8_t
{
TOTAL_ATTACKS_MELEE,
TOTAL_ATTACKS_RANGED,
MIN_DAMAGE_MELEE,
MIN_DAMAGE_RANGED,
MAX_DAMAGE_MELEE,
MAX_DAMAGE_RANGED,
ATTACK_MELEE,
ATTACK_RANGED,
DEFENCE_MELEE,
DEFENCE_RANGED,
IN_FRENZY,
HYPNOTIZED,
FORGETFULL,
HAS_FREE_SHOOTING,
STACK_HEALTH,
CLONE_MARKER,
TOTAL_KEYS,
};
static constexpr size_t KEYS_COUNT = static_cast<size_t>(ECacheKeys::TOTAL_KEYS);
using SelectorsArray = BonusValuesArrayCache<KEYS_COUNT>::SelectorsArray;
UnitBonusValuesProxy(const IBonusBearer * Target):
cache(Target, generateSelectors())
{}
int getBonusValue(ECacheKeys which) const
{
auto index = static_cast<size_t>(which);
return cache.getBonusValue(index);
}
int hasBonus(ECacheKeys which) const
{
auto index = static_cast<size_t>(which);
return cache.hasBonus(index);
}
private:
const SelectorsArray * generateSelectors();
BonusValuesArrayCache<KEYS_COUNT> cache;
};
/// Cache that tracks values of primary skill values in bonus system
class PrimarySkillsCache
{
const IBonusBearer * target;
mutable std::atomic<int64_t> version = 0;
mutable std::array<std::atomic<int32_t>, 4> skills;
void update() const;
public:
PrimarySkillsCache(const IBonusBearer * target);
const std::array<std::atomic<int32_t>, 4> & getSkills() const;
};
/// Cache that tracks values of spell school mastery in bonus system
class MagicSchoolMasteryCache
{
const IBonusBearer * target;
mutable std::atomic<int64_t> version = 0;
mutable std::array<std::atomic<int32_t>, 4+1> schools;
void update() const;
public:
MagicSchoolMasteryCache(const IBonusBearer * target);
int32_t getMastery(const SpellSchool & school) const;
};
/// Cache that tracks values for different values of bonus duration
class BonusCachePerTurn : public BonusCacheBase
{
static constexpr int cachedTurns = 8;
const CSelector selector;
mutable TConstBonusListPtr bonusList;
mutable std::mutex bonusListMutex;
mutable std::atomic<int64_t> bonusListVersion = 0;
mutable std::array<BonusCacheEntry, cachedTurns> cache;
const BonusCacheMode mode;
int getValueUncached(int turns) const;
public:
BonusCachePerTurn(const IBonusBearer * target, const CSelector & selector, BonusCacheMode mode)
: BonusCacheBase(target)
, selector(selector)
, mode(mode)
{}
int getValue(int turns) const;
};
VCMI_LIB_NAMESPACE_END

View File

@ -83,10 +83,10 @@ void BonusList::stackBonuses()
}
}
int BonusList::totalValue() const
int BonusList::totalValue(int baseValue) const
{
if (bonuses.empty())
return 0;
return baseValue;
struct BonusCollection
{
@ -104,6 +104,7 @@ int BonusList::totalValue() const
};
BonusCollection accumulated;
accumulated.base = baseValue;
int indexMaxCount = 0;
int indexMinCount = 0;
@ -208,12 +209,12 @@ void BonusList::getAllBonuses(BonusList &out) const
out.push_back(b);
}
int BonusList::valOfBonuses(const CSelector &select) const
int BonusList::valOfBonuses(const CSelector &select, int baseValue) const
{
BonusList ret;
CSelector limit = nullptr;
getBonuses(ret, select, limit);
return ret.totalValue();
return ret.totalValue(baseValue);
}
JsonNode BonusList::toJsonNode() const

View File

@ -58,14 +58,14 @@ public:
// BonusList functions
void stackBonuses();
int totalValue() const;
int totalValue(int baseValue = 0) const;
void getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit = nullptr) const;
void getAllBonuses(BonusList &out) const;
//special find functions
std::shared_ptr<Bonus> getFirst(const CSelector &select);
std::shared_ptr<const Bonus> getFirst(const CSelector &select) const;
int valOfBonuses(const CSelector &select) const;
int valOfBonuses(const CSelector &select, int baseValue = 0) const;
// conversion / output
JsonNode toJsonNode() const;

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@ -1,221 +0,0 @@
/*
* CBonusProxy.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "BonusList.h"
#include "CBonusProxy.h"
#include "IBonusBearer.h"
VCMI_LIB_NAMESPACE_BEGIN
///CBonusProxy
CBonusProxy::CBonusProxy(const IBonusBearer * Target, CSelector Selector):
bonusListCachedLast(0),
target(Target),
selector(std::move(Selector)),
currentBonusListIndex(0)
{
}
CBonusProxy::CBonusProxy(const CBonusProxy & other):
bonusListCachedLast(other.bonusListCachedLast),
target(other.target),
selector(other.selector),
currentBonusListIndex(other.currentBonusListIndex)
{
bonusList[currentBonusListIndex] = other.bonusList[currentBonusListIndex];
}
CBonusProxy::CBonusProxy(CBonusProxy && other) noexcept:
bonusListCachedLast(0),
target(other.target),
currentBonusListIndex(0)
{
std::swap(bonusListCachedLast, other.bonusListCachedLast);
std::swap(selector, other.selector);
std::swap(bonusList, other.bonusList);
std::swap(currentBonusListIndex, other.currentBonusListIndex);
}
CBonusProxy & CBonusProxy::operator=(const CBonusProxy & other)
{
boost::lock_guard<boost::mutex> lock(swapGuard);
selector = other.selector;
swapBonusList(other.bonusList[other.currentBonusListIndex]);
bonusListCachedLast = other.bonusListCachedLast;
return *this;
}
CBonusProxy & CBonusProxy::operator=(CBonusProxy && other) noexcept
{
std::swap(bonusListCachedLast, other.bonusListCachedLast);
std::swap(selector, other.selector);
std::swap(bonusList, other.bonusList);
std::swap(currentBonusListIndex, other.currentBonusListIndex);
return *this;
}
void CBonusProxy::swapBonusList(TConstBonusListPtr other) const
{
// The idea here is to avoid changing active bonusList while it can be read by a different thread.
// Because such use of shared ptr is not thread safe
// So to avoid this we change the second offline instance and swap active index
auto newCurrent = 1 - currentBonusListIndex;
bonusList[newCurrent] = std::move(other);
currentBonusListIndex = newCurrent;
}
TConstBonusListPtr CBonusProxy::getBonusList() const
{
auto needUpdateBonusList = [&]() -> bool
{
return target->getTreeVersion() != bonusListCachedLast || !bonusList[currentBonusListIndex];
};
// avoid locking if everything is up-to-date
if(needUpdateBonusList())
{
boost::lock_guard<boost::mutex>lock(swapGuard);
if(needUpdateBonusList())
{
//TODO: support limiters
swapBonusList(target->getAllBonuses(selector, Selector::all));
bonusListCachedLast = target->getTreeVersion();
}
}
return bonusList[currentBonusListIndex];
}
const BonusList * CBonusProxy::operator->() const
{
return getBonusList().get();
}
CTotalsProxy::CTotalsProxy(const IBonusBearer * Target, CSelector Selector, int InitialValue):
CBonusProxy(Target, std::move(Selector)),
initialValue(InitialValue),
meleeCachedLast(0),
meleeValue(0),
rangedCachedLast(0),
rangedValue(0)
{
}
CTotalsProxy::CTotalsProxy(const CTotalsProxy & other)
: CBonusProxy(other),
initialValue(other.initialValue),
meleeCachedLast(other.meleeCachedLast),
meleeValue(other.meleeValue),
rangedCachedLast(other.rangedCachedLast),
rangedValue(other.rangedValue)
{
}
int CTotalsProxy::getValue() const
{
const auto treeVersion = target->getTreeVersion();
if(treeVersion != valueCachedLast)
{
auto bonuses = getBonusList();
value = initialValue + bonuses->totalValue();
valueCachedLast = treeVersion;
}
return value;
}
int CTotalsProxy::getValueAndList(TConstBonusListPtr & outBonusList) const
{
const auto treeVersion = target->getTreeVersion();
outBonusList = getBonusList();
if(treeVersion != valueCachedLast)
{
value = initialValue + outBonusList->totalValue();
valueCachedLast = treeVersion;
}
return value;
}
int CTotalsProxy::getMeleeValue() const
{
static const auto limit = Selector::effectRange()(BonusLimitEffect::NO_LIMIT).Or(Selector::effectRange()(BonusLimitEffect::ONLY_MELEE_FIGHT));
const auto treeVersion = target->getTreeVersion();
if(treeVersion != meleeCachedLast)
{
auto bonuses = target->getBonuses(selector, limit);
meleeValue = initialValue + bonuses->totalValue();
meleeCachedLast = treeVersion;
}
return meleeValue;
}
int CTotalsProxy::getRangedValue() const
{
static const auto limit = Selector::effectRange()(BonusLimitEffect::NO_LIMIT).Or(Selector::effectRange()(BonusLimitEffect::ONLY_DISTANCE_FIGHT));
const auto treeVersion = target->getTreeVersion();
if(treeVersion != rangedCachedLast)
{
auto bonuses = target->getBonuses(selector, limit);
rangedValue = initialValue + bonuses->totalValue();
rangedCachedLast = treeVersion;
}
return rangedValue;
}
///CCheckProxy
CCheckProxy::CCheckProxy(const IBonusBearer * Target, BonusType bonusType):
target(Target),
selector(Selector::type()(bonusType)),
cachingStr("type_" + std::to_string(static_cast<int>(bonusType))),
cachedLast(0),
hasBonus(false)
{
}
CCheckProxy::CCheckProxy(const IBonusBearer * Target, CSelector Selector, const std::string & cachingStr):
target(Target),
selector(std::move(Selector)),
cachedLast(0),
cachingStr(cachingStr),
hasBonus(false)
{
}
//This constructor should be placed here to avoid side effects
CCheckProxy::CCheckProxy(const CCheckProxy & other) = default;
bool CCheckProxy::getHasBonus() const
{
const auto treeVersion = target->getTreeVersion();
if(treeVersion != cachedLast)
{
hasBonus = target->hasBonus(selector, cachingStr);
cachedLast = treeVersion;
}
return hasBonus;
}
VCMI_LIB_NAMESPACE_END

View File

@ -1,92 +0,0 @@
/*
* CBonusProxy.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "Bonus.h"
#include "BonusSelector.h"
VCMI_LIB_NAMESPACE_BEGIN
class DLL_LINKAGE CBonusProxy
{
public:
CBonusProxy(const IBonusBearer * Target, CSelector Selector);
CBonusProxy(const CBonusProxy & other);
CBonusProxy(CBonusProxy && other) noexcept;
CBonusProxy & operator=(CBonusProxy && other) noexcept;
CBonusProxy & operator=(const CBonusProxy & other);
const BonusList * operator->() const;
TConstBonusListPtr getBonusList() const;
protected:
CSelector selector;
const IBonusBearer * target;
mutable int64_t bonusListCachedLast;
mutable TConstBonusListPtr bonusList[2];
mutable int currentBonusListIndex;
mutable boost::mutex swapGuard;
void swapBonusList(TConstBonusListPtr other) const;
};
class DLL_LINKAGE CTotalsProxy : public CBonusProxy
{
public:
CTotalsProxy(const IBonusBearer * Target, CSelector Selector, int InitialValue);
CTotalsProxy(const CTotalsProxy & other);
CTotalsProxy(CTotalsProxy && other) = delete;
CTotalsProxy & operator=(const CTotalsProxy & other) = default;
CTotalsProxy & operator=(CTotalsProxy && other) = delete;
int getMeleeValue() const;
int getRangedValue() const;
int getValue() const;
/**
Returns total value of all selected bonuses and sets bonusList as a pointer to the list of selected bonuses
@param bonusList is the out list of all selected bonuses
@return total value of all selected bonuses and 0 otherwise
*/
int getValueAndList(TConstBonusListPtr & bonusList) const;
private:
int initialValue;
mutable int64_t valueCachedLast = 0;
mutable int value = 0;
mutable int64_t meleeCachedLast;
mutable int meleeValue;
mutable int64_t rangedCachedLast;
mutable int rangedValue;
};
class DLL_LINKAGE CCheckProxy
{
public:
CCheckProxy(const IBonusBearer * Target, CSelector Selector, const std::string & cachingStr);
CCheckProxy(const IBonusBearer * Target, BonusType bonusType);
CCheckProxy(const CCheckProxy & other);
CCheckProxy& operator= (const CCheckProxy & other) = default;
bool getHasBonus() const;
private:
const IBonusBearer * target;
std::string cachingStr;
CSelector selector;
mutable int64_t cachedLast;
mutable bool hasBonus;
};
VCMI_LIB_NAMESPACE_END

View File

@ -105,7 +105,7 @@ bool IBonusBearer::hasBonusOfType(BonusType type, BonusSubtypeID subtype) const
bool IBonusBearer::hasBonusFrom(BonusSource source, BonusSourceID sourceID) const
{
std::string cachingStr = "source_" + std::to_string(static_cast<int>(source)) + "_" + sourceID.toString();
std::string cachingStr = "source_" + std::to_string(static_cast<int>(source)) + "_" + std::to_string(sourceID.getNum());
return hasBonus(Selector::source(source,sourceID), cachingStr);
}

View File

@ -111,18 +111,6 @@ ArmyMovementUpdater::ArmyMovementUpdater(int base, int divider, int multiplier,
std::shared_ptr<Bonus> ArmyMovementUpdater::createUpdatedBonus(const std::shared_ptr<Bonus> & b, const CBonusSystemNode & context) const
{
if(b->type == BonusType::MOVEMENT && context.getNodeType() == CBonusSystemNode::HERO)
{
auto speed = static_cast<const CGHeroInstance &>(context).getLowestCreatureSpeed();
si32 armySpeed = speed * base / divider;
auto counted = armySpeed * multiplier;
auto newBonus = std::make_shared<Bonus>(*b);
newBonus->source = BonusSource::ARMY;
newBonus->val += vstd::amin(counted, max);
return newBonus;
}
if(b->type != BonusType::MOVEMENT)
logGlobal->error("ArmyMovementUpdater should only be used for MOVEMENT bonus!");
return b;
}

View File

@ -46,7 +46,7 @@ CArmedInstance::CArmedInstance(IGameCallback *cb)
CArmedInstance::CArmedInstance(IGameCallback *cb, bool isHypothetic):
CGObjectInstance(cb),
CBonusSystemNode(isHypothetic),
nonEvilAlignmentMix(this, BonusType::NONEVIL_ALIGNMENT_MIX), // Take Angelic Alliance troop-mixing freedom of non-evil units into account.
nonEvilAlignmentMix(this, Selector::type()(BonusType::NONEVIL_ALIGNMENT_MIX)), // Take Angelic Alliance troop-mixing freedom of non-evil units into account.
battle(nullptr)
{
}
@ -86,7 +86,7 @@ void CArmedInstance::updateMoraleBonusFromArmy()
size_t factionsInArmy = factions.size(); //town garrison seems to take both sets into account
if (nonEvilAlignmentMix.getHasBonus())
if (nonEvilAlignmentMix.hasBonus())
{
size_t mixableFactions = 0;

View File

@ -11,8 +11,8 @@
#include "CGObjectInstance.h"
#include "../CCreatureSet.h"
#include "../bonuses/CBonusProxy.h"
#include "../bonuses/CBonusSystemNode.h"
#include "../bonuses/BonusCache.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -23,8 +23,7 @@ class JsonSerializeFormat;
class DLL_LINKAGE CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet, public IConstBonusProvider
{
private:
CCheckProxy nonEvilAlignmentMix;
static CSelector nonEvilAlignmentMixSelector;
BonusValueCache nonEvilAlignmentMix;
public:
BattleInfo *battle; //set to the current battle, if engaged

View File

@ -73,31 +73,6 @@ void CGHeroPlaceholder::serializeJsonOptions(JsonSerializeFormat & handler)
handler.serializeInt("powerRank", powerRank.value());
}
static int lowestSpeed(const CGHeroInstance * chi)
{
static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(BonusType::STACKS_SPEED));
if(!chi->stacksCount())
{
if(chi->commander && chi->commander->alive)
{
return chi->commander->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
}
logGlobal->error("Hero %d (%s) has no army!", chi->id.getNum(), chi->getNameTranslated());
return 20;
}
auto i = chi->Slots().begin();
//TODO? should speed modifiers (eg from artifacts) affect hero movement?
int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
for(; i != chi->Slots().end(); i++)
ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
return ret;
}
ui32 CGHeroInstance::getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
{
int64_t ret = GameConstants::BASE_MOVEMENT_COST;
@ -107,13 +82,10 @@ ui32 CGHeroInstance::getTileMovementCost(const TerrainTile & dest, const Terrain
{
ret = from.getRoad()->movementCost;
}
else if(ti->nativeTerrain != from.getTerrainID() &&//the terrain is not native
ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
!ti->hasBonusOfType(BonusType::NO_TERRAIN_PENALTY, BonusSubtypeID(from.getTerrainID()))) //no special movement bonus
else if(!ti->hasNoTerrainPenalty(from.getTerrainID())) //no special movement bonus
{
ret = VLC->terrainTypeHandler->getById(from.getTerrainID())->moveCost;
ret -= ti->valOfBonuses(BonusType::ROUGH_TERRAIN_DISCOUNT);
ret -= ti->getRoughTerrainDiscountValue();
if(ret < GameConstants::BASE_MOVEMENT_COST)
ret = GameConstants::BASE_MOVEMENT_COST;
}
@ -257,30 +229,41 @@ void CGHeroInstance::setMovementPoints(int points)
int CGHeroInstance::movementPointsLimit(bool onLand) const
{
return valOfBonuses(BonusType::MOVEMENT, onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea);
auto ti = getTurnInfo(0);
return onLand ? ti->getMovePointsLimitLand() : ti->getMovePointsLimitWater();
}
int CGHeroInstance::getLowestCreatureSpeed() const
{
return lowestCreatureSpeed;
if(stacksCount() != 0)
{
int minimalSpeed = std::numeric_limits<int>::max();
//TODO? should speed modifiers (eg from artifacts) affect hero movement?
for(const auto & slot : Slots())
minimalSpeed = std::min(minimalSpeed, slot.second->getInitiative());
return minimalSpeed;
}
else
{
if(commander && commander->alive)
return commander->getInitiative();
}
return 10;
}
void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const
std::unique_ptr<TurnInfo> CGHeroInstance::getTurnInfo(int days) const
{
auto realLowestSpeed = lowestSpeed(this);
if(lowestCreatureSpeed != realLowestSpeed)
{
lowestCreatureSpeed = realLowestSpeed;
//Let updaters run again
treeHasChanged();
ti->updateHeroBonuses(BonusType::MOVEMENT);
}
return std::make_unique<TurnInfo>(turnInfoCache.get(), this, days);
}
int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) const
{
updateArmyMovementBonus(onLand, ti);
return ti->valOfBonuses(BonusType::MOVEMENT, onLand ? BonusCustomSubtype::heroMovementLand : BonusCustomSubtype::heroMovementSea);
if (onLand)
return ti->getMovePointsLimitLand();
else
return ti->getMovePointsLimitWater();
}
CGHeroInstance::CGHeroInstance(IGameCallback * cb)
@ -293,7 +276,10 @@ CGHeroInstance::CGHeroInstance(IGameCallback * cb)
level(1),
exp(UNINITIALIZED_EXPERIENCE),
gender(EHeroGender::DEFAULT),
lowestCreatureSpeed(0)
primarySkills(this),
magicSchoolMastery(this),
turnInfoCache(std::make_unique<TurnInfoCache>(this)),
manaPerKnowledgeCached(this, Selector::type()(BonusType::MANA_PER_KNOWLEDGE_PERCENTAGE))
{
setNodeType(HERO);
ID = Obj::HERO;
@ -704,40 +690,20 @@ void CGHeroInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
setStackCount(SlotID(0), identifier.getNum());
}
std::array<int, 4> CGHeroInstance::getPrimarySkills() const
int CGHeroInstance::getPrimSkillLevel(PrimarySkill id) const
{
std::array<int, 4> result;
auto allSkills = getBonusBearer()->getBonusesOfType(BonusType::PRIMARY_SKILL);
for (auto skill : PrimarySkill::ALL_SKILLS())
{
int ret = allSkills->valOfBonuses(Selector::subtype()(BonusSubtypeID(skill)));
int minSkillValue = VLC->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, skill.getNum());
result[skill] = std::max(ret, minSkillValue); //otherwise, some artifacts may cause negative skill value effect
}
return result;
return primarySkills.getSkills()[id];
}
double CGHeroInstance::getFightingStrength() const
{
const auto & primarySkills = getPrimarySkills();
return getFightingStrengthImpl(primarySkills);
}
double CGHeroInstance::getFightingStrengthImpl(const std::array<int, 4> & primarySkills) const
{
return sqrt((1.0 + 0.05*primarySkills[PrimarySkill::ATTACK]) * (1.0 + 0.05*primarySkills[PrimarySkill::DEFENSE]));
const auto & skillValues = primarySkills.getSkills();
return sqrt((1.0 + 0.05*skillValues[PrimarySkill::ATTACK]) * (1.0 + 0.05*skillValues[PrimarySkill::DEFENSE]));
}
double CGHeroInstance::getMagicStrength() const
{
const auto & primarySkills = getPrimarySkills();
return getMagicStrengthImpl(primarySkills);
}
double CGHeroInstance::getMagicStrengthImpl(const std::array<int, 4> & primarySkills) const
{
const auto & skillValues = primarySkills.getSkills();
if (!hasSpellbook())
return 1;
bool atLeastOneCombatSpell = false;
@ -751,13 +717,12 @@ double CGHeroInstance::getMagicStrengthImpl(const std::array<int, 4> & primarySk
}
if (!atLeastOneCombatSpell)
return 1;
return sqrt((1.0 + 0.05*primarySkills[PrimarySkill::KNOWLEDGE] * mana / manaLimit()) * (1.0 + 0.05*primarySkills[PrimarySkill::SPELL_POWER] * mana / manaLimit()));
return sqrt((1.0 + 0.05*skillValues[PrimarySkill::KNOWLEDGE] * mana / manaLimit()) * (1.0 + 0.05*skillValues[PrimarySkill::SPELL_POWER] * mana / manaLimit()));
}
double CGHeroInstance::getHeroStrength() const
{
const auto & primarySkills = getPrimarySkills();
return getFightingStrengthImpl(primarySkills) * getMagicStrengthImpl(primarySkills);
return getFightingStrength() * getMagicStrength();
}
uint64_t CGHeroInstance::getValueForDiplomacy() const
@ -809,7 +774,7 @@ int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, SpellSc
spell->forEachSchool([&, this](const SpellSchool & cnf, bool & stop)
{
int32_t thisSchool = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(cnf)); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
int32_t thisSchool = magicSchoolMastery.getMastery(cnf); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
if(thisSchool > skill)
{
skill = thisSchool;
@ -818,7 +783,7 @@ int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, SpellSc
}
});
vstd::amax(skill, valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, BonusSubtypeID(SpellSchool::ANY))); //any school bonus
vstd::amax(skill, magicSchoolMastery.getMastery(SpellSchool::ANY)); //any school bonus
vstd::amax(skill, valOfBonuses(BonusType::SPELL, BonusSubtypeID(spell->getId()))); //given by artifact or other effect
vstd::amax(skill, 0); //in case we don't know any school
@ -1207,8 +1172,7 @@ std::string CGHeroInstance::nodeName() const
si32 CGHeroInstance::manaLimit() const
{
return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
* (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE_PERCENTAGE))) / 100;
return getPrimSkillLevel(PrimarySkill::KNOWLEDGE) * manaPerKnowledgeCached.getValue() / 100;
}
HeroTypeID CGHeroInstance::getPortraitSource() const
@ -1381,14 +1345,7 @@ CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
{
std::unique_ptr<TurnInfo> turnInfoLocal;
if(!ti)
{
turnInfoLocal = std::make_unique<TurnInfo>(this);
ti = turnInfoLocal.get();
}
if(!ti->hasBonusOfType(BonusType::FREE_SHIP_BOARDING))
if(!ti->hasFreeShipBoarding())
return 0; // take all MPs by default
auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;

View File

@ -14,6 +14,7 @@
#include "CArmedInstance.h"
#include "IOwnableObject.h"
#include "../bonuses/BonusCache.h"
#include "../entities/hero/EHeroGender.h"
#include "../CArtHandler.h" // For CArtifactSet
@ -24,8 +25,10 @@ class CGBoat;
class CGTownInstance;
class CMap;
class UpgradeInfo;
class TurnInfo;
struct TerrainTile;
struct TurnInfo;
struct TurnInfoCache;
class DLL_LINKAGE CGHeroPlaceholder : public CGObjectInstance
{
@ -58,12 +61,13 @@ class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator,
friend class CMapFormatJson;
private:
std::set<SpellID> spells; //known spells (spell IDs)
mutable int lowestCreatureSpeed;
ui32 movement; //remaining movement points
PrimarySkillsCache primarySkills;
MagicSchoolMasteryCache magicSchoolMastery;
BonusValueCache manaPerKnowledgeCached;
std::unique_ptr<TurnInfoCache> turnInfoCache;
double getFightingStrengthImpl(const std::array<int, 4> & primarySkills) const;
double getMagicStrengthImpl(const std::array<int, 4> & primarySkills) const;
std::set<SpellID> spells; //known spells (spell IDs)
ui32 movement; //remaining movement points
public:
@ -204,7 +208,7 @@ public:
std::vector<SecondarySkill> getLevelUpProposedSecondarySkills(vstd::RNG & rand) const;
ui8 getSecSkillLevel(const SecondarySkill & skill) const; //0 - no skill
std::array<int, 4> getPrimarySkills() const;
int getPrimSkillLevel(PrimarySkill id) const;
/// Returns true if hero has free secondary skill slot.
bool canLearnSkill() const;
@ -222,10 +226,10 @@ public:
int movementPointsLimit(bool onLand) const;
//cached version is much faster, TurnInfo construction is costly
int movementPointsLimitCached(bool onLand, const TurnInfo * ti) const;
//update army movement bonus
void updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const;
int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false, const TurnInfo * ti = nullptr) const;
int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const;
std::unique_ptr<TurnInfo> getTurnInfo(int days) const;
double getFightingStrength() const; // takes attack / defense skill into account
double getMagicStrength() const; // takes knowledge / spell power skill but also current mana, whether the hero owns a spell-book and whether that books contains anything into account

View File

@ -143,17 +143,6 @@ TerrainTile::TerrainTile():
{
}
bool TerrainTile::entrableTerrain(const TerrainTile * from) const
{
return entrableTerrain(from ? from->isLand() : true, from ? from->isWater() : true);
}
bool TerrainTile::entrableTerrain(bool allowLand, bool allowSea) const
{
return getTerrain()->isPassable()
&& ((allowSea && isWater()) || (allowLand && isLand()));
}
bool TerrainTile::isClear(const TerrainTile * from) const
{
return entrableTerrain(from) && !blocked();
@ -187,72 +176,6 @@ EDiggingStatus TerrainTile::getDiggingStatus(const bool excludeTop) const
return EDiggingStatus::CAN_DIG;
}
bool TerrainTile::hasFavorableWinds() const
{
return extTileFlags & 128;
}
bool TerrainTile::isWater() const
{
return getTerrain()->isWater();
}
bool TerrainTile::isLand() const
{
return getTerrain()->isLand();
}
bool TerrainTile::visitable() const
{
return !visitableObjects.empty();
}
bool TerrainTile::blocked() const
{
return !blockingObjects.empty();
}
bool TerrainTile::hasRiver() const
{
return getRiverID() != RiverId::NO_RIVER;
}
bool TerrainTile::hasRoad() const
{
return getRoadID() != RoadId::NO_ROAD;
}
const TerrainType * TerrainTile::getTerrain() const
{
return terrainType.toEntity(VLC);
}
const RiverType * TerrainTile::getRiver() const
{
return riverType.toEntity(VLC);
}
const RoadType * TerrainTile::getRoad() const
{
return roadType.toEntity(VLC);
}
TerrainId TerrainTile::getTerrainID() const
{
return terrainType;
}
RiverId TerrainTile::getRiverID() const
{
return riverType;
}
RoadId TerrainTile::getRoadID() const
{
return roadType;
}
CMap::CMap(IGameCallback * cb)
: GameCallbackHolder(cb)
, checksum(0)
@ -365,7 +288,7 @@ bool CMap::isCoastalTile(const int3 & pos) const
return false;
}
if(isWaterTile(pos))
if(getTile(pos).isWater())
return false;
for(const auto & dir : dirs)
@ -382,22 +305,6 @@ bool CMap::isCoastalTile(const int3 & pos) const
return false;
}
TerrainTile & CMap::getTile(const int3 & tile)
{
assert(isInTheMap(tile));
return terrain[tile.z][tile.x][tile.y];
}
const TerrainTile & CMap::getTile(const int3 & tile) const
{
assert(isInTheMap(tile));
return terrain[tile.z][tile.x][tile.y];
}
bool CMap::isWaterTile(const int3 &pos) const
{
return isInTheMap(pos) && getTile(pos).isWater();
}
bool CMap::canMoveBetween(const int3 &src, const int3 &dst) const
{
const TerrainTile * dstTile = &getTile(dst);

View File

@ -86,18 +86,10 @@ public:
void initTerrain();
CMapEditManager * getEditManager();
TerrainTile & getTile(const int3 & tile);
const TerrainTile & getTile(const int3 & tile) const;
inline TerrainTile & getTile(const int3 & tile);
inline const TerrainTile & getTile(const int3 & tile) const;
bool isCoastalTile(const int3 & pos) const;
bool isWaterTile(const int3 & pos) const;
inline bool isInTheMap(const int3 & pos) const
{
// Check whether coord < 0 is done implicitly. Negative signed int overflows to unsigned number larger than all signed ints.
return
static_cast<uint32_t>(pos.x) < static_cast<uint32_t>(width) &&
static_cast<uint32_t>(pos.y) < static_cast<uint32_t>(height) &&
static_cast<uint32_t>(pos.z) <= (twoLevel ? 1 : 0);
}
inline bool isInTheMap(const int3 & pos) const;
bool canMoveBetween(const int3 &src, const int3 &dst) const;
bool checkForVisitableDir(const int3 & src, const TerrainTile * pom, const int3 & dst) const;
@ -250,4 +242,25 @@ public:
}
};
inline bool CMap::isInTheMap(const int3 & pos) const
{
// Check whether coord < 0 is done implicitly. Negative signed int overflows to unsigned number larger than all signed ints.
return
static_cast<uint32_t>(pos.x) < static_cast<uint32_t>(width) &&
static_cast<uint32_t>(pos.y) < static_cast<uint32_t>(height) &&
static_cast<uint32_t>(pos.z) <= (twoLevel ? 1 : 0);
}
inline TerrainTile & CMap::getTile(const int3 & tile)
{
assert(isInTheMap(tile));
return terrain[tile.z][tile.x][tile.y];
}
inline const TerrainTile & CMap::getTile(const int3 & tile) const
{
assert(isInTheMap(tile));
return terrain[tile.z][tile.x][tile.y];
}
VCMI_LIB_NAMESPACE_END

View File

@ -12,7 +12,8 @@
#include "../ResourceSet.h"
#include "../texts/MetaString.h"
#include "../int3.h"
#include "../VCMI_Lib.h"
#include "../TerrainHandler.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -103,31 +104,32 @@ struct DLL_LINKAGE TerrainTile
TerrainTile();
/// Gets true if the terrain is not a rock. If from is water/land, same type is also required.
bool entrableTerrain(const TerrainTile * from = nullptr) const;
bool entrableTerrain(bool allowLand, bool allowSea) const;
inline bool entrableTerrain() const;
inline bool entrableTerrain(const TerrainTile * from) const;
inline bool entrableTerrain(bool allowLand, bool allowSea) const;
/// Checks for blocking objects and terraint type (water / land).
bool isClear(const TerrainTile * from = nullptr) const;
/// Gets the ID of the top visitable object or -1 if there is none.
Obj topVisitableId(bool excludeTop = false) const;
CGObjectInstance * topVisitableObj(bool excludeTop = false) const;
bool isWater() const;
bool isLand() const;
inline bool isWater() const;
inline bool isLand() const;
EDiggingStatus getDiggingStatus(bool excludeTop = true) const;
bool hasFavorableWinds() const;
inline bool hasFavorableWinds() const;
bool visitable() const;
bool blocked() const;
inline bool visitable() const;
inline bool blocked() const;
const TerrainType * getTerrain() const;
const RiverType * getRiver() const;
const RoadType * getRoad() const;
inline const TerrainType * getTerrain() const;
inline const RiverType * getRiver() const;
inline const RoadType * getRoad() const;
TerrainId getTerrainID() const;
RiverId getRiverID() const;
RoadId getRoadID() const;
inline TerrainId getTerrainID() const;
inline RiverId getRiverID() const;
inline RoadId getRoadID() const;
bool hasRiver() const;
bool hasRoad() const;
inline bool hasRiver() const;
inline bool hasRoad() const;
TerrainId terrainType;
RiverId riverType;
@ -193,4 +195,86 @@ struct DLL_LINKAGE TerrainTile
}
};
inline bool TerrainTile::hasFavorableWinds() const
{
return extTileFlags & 128;
}
inline bool TerrainTile::isWater() const
{
return getTerrain()->isWater();
}
inline bool TerrainTile::isLand() const
{
return getTerrain()->isLand();
}
inline bool TerrainTile::visitable() const
{
return !visitableObjects.empty();
}
inline bool TerrainTile::blocked() const
{
return !blockingObjects.empty();
}
inline bool TerrainTile::hasRiver() const
{
return getRiverID() != RiverId::NO_RIVER;
}
inline bool TerrainTile::hasRoad() const
{
return getRoadID() != RoadId::NO_ROAD;
}
inline const TerrainType * TerrainTile::getTerrain() const
{
return terrainType.toEntity(VLC);
}
inline const RiverType * TerrainTile::getRiver() const
{
return riverType.toEntity(VLC);
}
inline const RoadType * TerrainTile::getRoad() const
{
return roadType.toEntity(VLC);
}
inline TerrainId TerrainTile::getTerrainID() const
{
return terrainType;
}
inline RiverId TerrainTile::getRiverID() const
{
return riverType;
}
inline RoadId TerrainTile::getRoadID() const
{
return roadType;
}
inline bool TerrainTile::entrableTerrain() const
{
return entrableTerrain(true, true);
}
inline bool TerrainTile::entrableTerrain(const TerrainTile * from) const
{
const TerrainType * terrainFrom = from->getTerrain();
return entrableTerrain(terrainFrom->isLand(), terrainFrom->isWater());
}
inline bool TerrainTile::entrableTerrain(bool allowLand, bool allowSea) const
{
const TerrainType * terrain = getTerrain();
return terrain->isPassable() && ((allowSea && terrain->isWater()) || (allowLand && terrain->isLand()));
}
VCMI_LIB_NAMESPACE_END

View File

@ -514,11 +514,7 @@ CPathfinderHelper::CPathfinderHelper(CGameState * gs, const CGHeroInstance * Her
canCastWaterWalk = Hero->canCastThisSpell(waterWalk.toSpell());
}
CPathfinderHelper::~CPathfinderHelper()
{
for(auto * ti : turnsInfo)
delete ti;
}
CPathfinderHelper::~CPathfinderHelper() = default;
void CPathfinderHelper::updateTurnInfo(const int Turn)
{
@ -526,10 +522,7 @@ void CPathfinderHelper::updateTurnInfo(const int Turn)
{
turn = Turn;
if(turn >= turnsInfo.size())
{
auto * ti = new TurnInfo(hero, turn);
turnsInfo.push_back(ti);
}
turnsInfo.push_back(hero->getTurnInfo(turn));
}
}
@ -561,12 +554,7 @@ bool CPathfinderHelper::isLayerAvailable(const EPathfindingLayer & layer) const
const TurnInfo * CPathfinderHelper::getTurnInfo() const
{
return turnsInfo[turn];
}
bool CPathfinderHelper::hasBonusOfType(const BonusType type) const
{
return turnsInfo[turn]->hasBonusOfType(type);
return turnsInfo[turn].get();
}
int CPathfinderHelper::getMaxMovePoints(const EPathfindingLayer & layer) const
@ -575,15 +563,16 @@ int CPathfinderHelper::getMaxMovePoints(const EPathfindingLayer & layer) const
}
void CPathfinderHelper::getNeighbours(
const TerrainTile & srcTile,
const TerrainTile & sourceTile,
const int3 & srcCoord,
NeighbourTilesVector & vec,
const boost::logic::tribool & onLand,
const bool limitCoastSailing) const
{
CMap * map = gs->map;
const TerrainType * sourceTerrain = sourceTile.getTerrain();
static const int3 dirs[] = {
static constexpr std::array dirs = {
int3(-1, +1, +0), int3(0, +1, +0), int3(+1, +1, +0),
int3(-1, +0, +0), /* source pos */ int3(+1, +0, +0),
int3(-1, -1, +0), int3(0, -1, +0), int3(+1, -1, +0)
@ -596,12 +585,12 @@ void CPathfinderHelper::getNeighbours(
continue;
const TerrainTile & destTile = map->getTile(destCoord);
const TerrainType* terrain = destTile.getTerrain();
if(!terrain->isPassable())
const TerrainType * destTerrain = destTile.getTerrain();
if(!destTerrain->isPassable())
continue;
/// Following condition let us avoid diagonal movement over coast when sailing
if(srcTile.isWater() && limitCoastSailing && terrain->isWater() && dir.x && dir.y) //diagonal move through water
if(sourceTerrain->isWater() && limitCoastSailing && destTerrain->isWater() && dir.x && dir.y) //diagonal move through water
{
const int3 horizontalNeighbour = srcCoord + int3{dir.x, 0, 0};
const int3 verticalNeighbour = srcCoord + int3{0, dir.y, 0};
@ -609,7 +598,7 @@ void CPathfinderHelper::getNeighbours(
continue;
}
if(indeterminate(onLand) || onLand == terrain->isLand())
if(indeterminate(onLand) || onLand == destTerrain->isLand())
{
vec.push_back(destCoord);
}
@ -663,54 +652,46 @@ int CPathfinderHelper::getMovementCost(
bool isWaterLayer;
if(indeterminate(isDstWaterLayer))
isWaterLayer = ((hero->boat && hero->boat->layer == EPathfindingLayer::WATER) || ti->hasBonusOfType(BonusType::WATER_WALKING)) && dt->isWater();
isWaterLayer = ((hero->boat && hero->boat->layer == EPathfindingLayer::WATER) || ti->hasWaterWalking()) && dt->isWater();
else
isWaterLayer = static_cast<bool>(isDstWaterLayer);
bool isAirLayer = (hero->boat && hero->boat->layer == EPathfindingLayer::AIR) || ti->hasBonusOfType(BonusType::FLYING_MOVEMENT);
bool isAirLayer = (hero->boat && hero->boat->layer == EPathfindingLayer::AIR) || ti->hasFlyingMovement();
int ret = hero->getTileMovementCost(*dt, *ct, ti);
int movementCost = hero->getTileMovementCost(*dt, *ct, ti);
if(isSailLayer)
{
if(ct->hasFavorableWinds())
ret = static_cast<int>(ret * 2.0 / 3);
movementCost = static_cast<int>(movementCost * 2.0 / 3);
}
else if(isAirLayer)
vstd::amin(ret, GameConstants::BASE_MOVEMENT_COST + ti->valOfBonuses(BonusType::FLYING_MOVEMENT));
else if(isWaterLayer && ti->hasBonusOfType(BonusType::WATER_WALKING))
ret = static_cast<int>(ret * (100.0 + ti->valOfBonuses(BonusType::WATER_WALKING)) / 100.0);
vstd::amin(movementCost, GameConstants::BASE_MOVEMENT_COST + ti->getFlyingMovementValue());
else if(isWaterLayer && ti->hasWaterWalking())
movementCost = static_cast<int>(movementCost * (100.0 + ti->getWaterWalkingValue()) / 100.0);
if(src.x != dst.x && src.y != dst.y) //it's diagonal move
{
int old = ret;
ret = static_cast<int>(ret * M_SQRT2);
int old = movementCost;
movementCost = static_cast<int>(movementCost * M_SQRT2);
//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
// https://heroes.thelazy.net/index.php/Movement#Diagonal_move_exception
if(ret > remainingMovePoints && remainingMovePoints >= old)
if(movementCost > remainingMovePoints && remainingMovePoints >= old)
{
return remainingMovePoints;
}
}
const int left = remainingMovePoints - ret;
constexpr auto maxCostOfOneStep = static_cast<int>(175 * M_SQRT2); // diagonal move on Swamp - 247 MP
if(checkLast && left > 0 && left <= maxCostOfOneStep) //it might be the last tile - if no further move possible we take all move points
//it might be the last tile - if no further move possible we take all move points
const int pointsLeft = remainingMovePoints - movementCost;
if(checkLast && pointsLeft > 0)
{
NeighbourTilesVector vec;
int minimalNextMoveCost = hero->getTileMovementCost(*dt, *ct, ti);
getNeighbours(*dt, dst, vec, ct->isLand(), true);
for(const auto & elem : vec)
{
int fcost = getMovementCost(dst, elem, nullptr, nullptr, left, false);
if(fcost <= left)
{
return ret;
}
}
ret = remainingMovePoints;
if (pointsLeft < minimalNextMoveCost)
return remainingMovePoints;
}
return ret;
return movementCost;
}
VCMI_LIB_NAMESPACE_END

View File

@ -16,7 +16,7 @@
VCMI_LIB_NAMESPACE_BEGIN
class CGWhirlpool;
struct TurnInfo;
class TurnInfo;
struct PathfinderOptions;
// Optimized storage - tile can have 0-8 neighbour tiles
@ -78,7 +78,7 @@ public:
int turn;
PlayerColor owner;
const CGHeroInstance * hero;
std::vector<TurnInfo *> turnsInfo;
std::vector<std::unique_ptr<TurnInfo>> turnsInfo;
const PathfinderOptions & options;
bool canCastFly;
bool canCastWaterWalk;
@ -93,7 +93,6 @@ public:
void updateTurnInfo(const int turn = 0);
bool isLayerAvailable(const EPathfindingLayer & layer) const;
const TurnInfo * getTurnInfo() const;
bool hasBonusOfType(BonusType type) const;
int getMaxMovePoints(const EPathfindingLayer & layer) const;
TeleporterTilesVector getCastleGates(const PathNodeInfo & source) const;

View File

@ -10,40 +10,161 @@
#include "StdInc.h"
#include "TurnInfo.h"
#include "../IGameCallback.h"
#include "../IGameSettings.h"
#include "../TerrainHandler.h"
#include "../VCMI_Lib.h"
#include "../bonuses/BonusList.h"
#include "../json/JsonNode.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/MiscObjects.h"
VCMI_LIB_NAMESPACE_BEGIN
TurnInfo::BonusCache::BonusCache(const TConstBonusListPtr & bl)
TConstBonusListPtr TurnInfoBonusList::getBonusList(const CGHeroInstance * target, const CSelector & bonusSelector)
{
for(const auto & terrain : VLC->terrainTypeHandler->objects)
{
auto selector = Selector::typeSubtype(BonusType::NO_TERRAIN_PENALTY, BonusSubtypeID(terrain->getId()));
if (bl->getFirst(selector))
noTerrainPenalty.insert(terrain->getId());
}
std::lock_guard guard(bonusListMutex);
freeShipBoarding = static_cast<bool>(bl->getFirst(Selector::type()(BonusType::FREE_SHIP_BOARDING)));
flyingMovement = static_cast<bool>(bl->getFirst(Selector::type()(BonusType::FLYING_MOVEMENT)));
flyingMovementVal = bl->valOfBonuses(Selector::type()(BonusType::FLYING_MOVEMENT));
waterWalking = static_cast<bool>(bl->getFirst(Selector::type()(BonusType::WATER_WALKING)));
waterWalkingVal = bl->valOfBonuses(Selector::type()(BonusType::WATER_WALKING));
pathfindingVal = bl->valOfBonuses(Selector::type()(BonusType::ROUGH_TERRAIN_DISCOUNT));
if (target->getTreeVersion() == bonusListVersion)
return bonusList;
bonusList = target->getBonuses(bonusSelector);
bonusListVersion = target->getTreeVersion();
return bonusList;
}
TurnInfo::TurnInfo(const CGHeroInstance * Hero, const int turn):
hero(Hero),
maxMovePointsLand(-1),
maxMovePointsWater(-1),
turn(turn)
int TurnInfo::hasWaterWalking() const
{
bonuses = hero->getAllBonuses(Selector::days(turn), Selector::all, "all_days" + std::to_string(turn));
bonusCache = std::make_unique<BonusCache>(bonuses);
nativeTerrain = hero->getNativeTerrain();
return waterWalkingTest;
}
int TurnInfo::hasFlyingMovement() const
{
return flyingMovementTest;
}
int TurnInfo::hasNoTerrainPenalty(const TerrainId &terrain) const
{
return noterrainPenalty[terrain.num];
}
int TurnInfo::hasFreeShipBoarding() const
{
return freeShipBoardingTest;
}
int TurnInfo::getFlyingMovementValue() const
{
return flyingMovementValue;
}
int TurnInfo::getWaterWalkingValue() const
{
return waterWalkingValue;
}
int TurnInfo::getRoughTerrainDiscountValue() const
{
return roughTerrainDiscountValue;
}
int TurnInfo::getMovePointsLimitLand() const
{
return movePointsLimitLand;
}
int TurnInfo::getMovePointsLimitWater() const
{
return movePointsLimitWater;
}
TurnInfo::TurnInfo(TurnInfoCache * sharedCache, const CGHeroInstance * target, int Turn)
: target(target)
, noterrainPenalty(VLC->terrainTypeHandler->size())
{
CSelector daySelector = Selector::days(Turn);
int lowestSpeed;
if (target->getTreeVersion() == sharedCache->heroLowestSpeedVersion)
{
lowestSpeed = sharedCache->heroLowestSpeedValue;
}
else
{
lowestSpeed = target->getLowestCreatureSpeed();
sharedCache->heroLowestSpeedValue = lowestSpeed;
sharedCache->heroLowestSpeedVersion = target->getTreeVersion();
}
{
static const CSelector selector = Selector::type()(BonusType::WATER_WALKING);
const auto & bonuses = sharedCache->waterWalking.getBonusList(target, selector);
waterWalkingTest = bonuses->getFirst(daySelector) != nullptr;
waterWalkingValue = bonuses->valOfBonuses(daySelector);
}
{
static const CSelector selector = Selector::type()(BonusType::FLYING_MOVEMENT);
const auto & bonuses = sharedCache->flyingMovement.getBonusList(target, selector);
flyingMovementTest = bonuses->getFirst(daySelector) != nullptr;
flyingMovementValue = bonuses->valOfBonuses(daySelector);
}
{
static const CSelector selector = Selector::type()(BonusType::FREE_SHIP_BOARDING);
const auto & bonuses = sharedCache->freeShipBoarding.getBonusList(target, selector);
freeShipBoardingTest = bonuses->getFirst(daySelector) != nullptr;
}
{
static const CSelector selector = Selector::type()(BonusType::ROUGH_TERRAIN_DISCOUNT);
const auto & bonuses = sharedCache->roughTerrainDiscount.getBonusList(target, selector);
roughTerrainDiscountValue = bonuses->getFirst(daySelector) != nullptr;
}
{
static const CSelector selector = Selector::typeSubtype(BonusType::MOVEMENT, BonusCustomSubtype::heroMovementSea);
const auto & vectorSea = target->cb->getSettings().getValue(EGameSettings::HEROES_MOVEMENT_POINTS_SEA).Vector();
const auto & bonuses = sharedCache->movementPointsLimitWater.getBonusList(target, selector);
int baseMovementPointsSea;
if (lowestSpeed < vectorSea.size())
baseMovementPointsSea = vectorSea[lowestSpeed].Integer();
else
baseMovementPointsSea = vectorSea.back().Integer();
movePointsLimitWater = bonuses->valOfBonuses(daySelector, baseMovementPointsSea);
}
{
static const CSelector selector = Selector::typeSubtype(BonusType::MOVEMENT, BonusCustomSubtype::heroMovementSea);
const auto & vectorLand = target->cb->getSettings().getValue(EGameSettings::HEROES_MOVEMENT_POINTS_LAND).Vector();
const auto & bonuses = sharedCache->movementPointsLimitLand.getBonusList(target, selector);
int baseMovementPointsLand;
if (lowestSpeed < vectorLand.size())
baseMovementPointsLand = vectorLand[lowestSpeed].Integer();
else
baseMovementPointsLand = vectorLand.back().Integer();
movePointsLimitLand = bonuses->valOfBonuses(daySelector, baseMovementPointsLand);
}
{
static const CSelector selector = Selector::type()(BonusType::NO_TERRAIN_PENALTY);
const auto & bonuses = sharedCache->noTerrainPenalty.getBonusList(target, selector);
for (const auto & bonus : *bonuses)
{
TerrainId affectedTerrain = bonus->subtype.as<TerrainId>();
noterrainPenalty.at(affectedTerrain.num) = true;
}
const auto nativeTerrain = target->getNativeTerrain();
if (nativeTerrain.hasValue())
noterrainPenalty.at(nativeTerrain.num) = true;
if (nativeTerrain == ETerrainId::ANY_TERRAIN)
boost::range::fill(noterrainPenalty, true);
}
}
bool TurnInfo::isLayerAvailable(const EPathfindingLayer & layer) const
@ -51,19 +172,19 @@ bool TurnInfo::isLayerAvailable(const EPathfindingLayer & layer) const
switch(layer.toEnum())
{
case EPathfindingLayer::AIR:
if(hero && hero->boat && hero->boat->layer == EPathfindingLayer::AIR)
if(target && target->boat && target->boat->layer == EPathfindingLayer::AIR)
break;
if(!hasBonusOfType(BonusType::FLYING_MOVEMENT))
if(!hasFlyingMovement())
return false;
break;
case EPathfindingLayer::WATER:
if(hero && hero->boat && hero->boat->layer == EPathfindingLayer::WATER)
if(target && target->boat && target->boat->layer == EPathfindingLayer::WATER)
break;
if(!hasBonusOfType(BonusType::WATER_WALKING))
if(!hasWaterWalking())
return false;
break;
@ -72,80 +193,9 @@ bool TurnInfo::isLayerAvailable(const EPathfindingLayer & layer) const
return true;
}
bool TurnInfo::hasBonusOfType(BonusType type) const
{
return hasBonusOfType(type, BonusSubtypeID());
}
bool TurnInfo::hasBonusOfType(BonusType type, BonusSubtypeID subtype) const
{
switch(type)
{
case BonusType::FREE_SHIP_BOARDING:
return bonusCache->freeShipBoarding;
case BonusType::FLYING_MOVEMENT:
return bonusCache->flyingMovement;
case BonusType::WATER_WALKING:
return bonusCache->waterWalking;
case BonusType::NO_TERRAIN_PENALTY:
return bonusCache->noTerrainPenalty.count(subtype.as<TerrainId>());
}
return static_cast<bool>(
bonuses->getFirst(Selector::type()(type).And(Selector::subtype()(subtype))));
}
int TurnInfo::valOfBonuses(BonusType type) const
{
return valOfBonuses(type, BonusSubtypeID());
}
int TurnInfo::valOfBonuses(BonusType type, BonusSubtypeID subtype) const
{
switch(type)
{
case BonusType::FLYING_MOVEMENT:
return bonusCache->flyingMovementVal;
case BonusType::WATER_WALKING:
return bonusCache->waterWalkingVal;
case BonusType::ROUGH_TERRAIN_DISCOUNT:
return bonusCache->pathfindingVal;
}
return bonuses->valOfBonuses(Selector::type()(type).And(Selector::subtype()(subtype)));
}
int TurnInfo::getMaxMovePoints(const EPathfindingLayer & layer) const
{
if(maxMovePointsLand == -1)
maxMovePointsLand = hero->movementPointsLimitCached(true, this);
if(maxMovePointsWater == -1)
maxMovePointsWater = hero->movementPointsLimitCached(false, this);
return layer == EPathfindingLayer::SAIL ? maxMovePointsWater : maxMovePointsLand;
}
void TurnInfo::updateHeroBonuses(BonusType type) const
{
switch(type)
{
case BonusType::FREE_SHIP_BOARDING:
bonusCache->freeShipBoarding = static_cast<bool>(bonuses->getFirst(Selector::type()(BonusType::FREE_SHIP_BOARDING)));
break;
case BonusType::FLYING_MOVEMENT:
bonusCache->flyingMovement = static_cast<bool>(bonuses->getFirst(Selector::type()(BonusType::FLYING_MOVEMENT)));
bonusCache->flyingMovementVal = bonuses->valOfBonuses(Selector::type()(BonusType::FLYING_MOVEMENT));
break;
case BonusType::WATER_WALKING:
bonusCache->waterWalking = static_cast<bool>(bonuses->getFirst(Selector::type()(BonusType::WATER_WALKING)));
bonusCache->waterWalkingVal = bonuses->valOfBonuses(Selector::type()(BonusType::WATER_WALKING));
break;
case BonusType::ROUGH_TERRAIN_DISCOUNT:
bonusCache->pathfindingVal = bonuses->valOfBonuses(Selector::type()(BonusType::ROUGH_TERRAIN_DISCOUNT));
break;
default:
bonuses = hero->getAllBonuses(Selector::days(turn), Selector::all, "all_days" + std::to_string(turn));
}
return layer == EPathfindingLayer::SAIL ? getMovePointsLimitWater() : getMovePointsLimitLand();
}
VCMI_LIB_NAMESPACE_END

View File

@ -10,43 +10,74 @@
#pragma once
#include "../bonuses/Bonus.h"
#include "../GameConstants.h"
#include "../bonuses/BonusSelector.h"
#include "../bonuses/BonusCache.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
struct DLL_LINKAGE TurnInfo
class TurnInfoBonusList
{
/// This is certainly not the best design ever and certainly can be improved
/// Unfortunately for pathfinder that do hundreds of thousands calls onus system add too big overhead
struct BonusCache {
std::set<TerrainId> noTerrainPenalty;
bool freeShipBoarding;
bool flyingMovement;
int flyingMovementVal;
bool waterWalking;
int waterWalkingVal;
int pathfindingVal;
TConstBonusListPtr bonusList;
std::mutex bonusListMutex;
std::atomic<int64_t> bonusListVersion = 0;
public:
TConstBonusListPtr getBonusList(const CGHeroInstance * target, const CSelector & bonusSelector);
};
BonusCache(const TConstBonusListPtr & bonusList);
};
std::unique_ptr<BonusCache> bonusCache;
struct TurnInfoCache
{
TurnInfoBonusList waterWalking;
TurnInfoBonusList flyingMovement;
TurnInfoBonusList noTerrainPenalty;
TurnInfoBonusList freeShipBoarding;
TurnInfoBonusList roughTerrainDiscount;
TurnInfoBonusList movementPointsLimitLand;
TurnInfoBonusList movementPointsLimitWater;
const CGHeroInstance * hero;
mutable TConstBonusListPtr bonuses;
mutable int maxMovePointsLand;
mutable int maxMovePointsWater;
TerrainId nativeTerrain;
int turn;
const CGHeroInstance * target;
TurnInfo(const CGHeroInstance * Hero, const int Turn = 0);
mutable std::atomic<int64_t> heroLowestSpeedVersion = 0;
mutable std::atomic<int64_t> heroLowestSpeedValue = 0;
explicit TurnInfoCache(const CGHeroInstance * target):
target(target)
{}
};
class DLL_LINKAGE TurnInfo
{
private:
const CGHeroInstance * target;
// stores cached values per each terrain
std::vector<bool> noterrainPenalty;
int flyingMovementValue;
int waterWalkingValue;
int roughTerrainDiscountValue;
int movePointsLimitLand;
int movePointsLimitWater;
bool waterWalkingTest;
bool flyingMovementTest;
bool freeShipBoardingTest;
public:
int hasWaterWalking() const;
int hasFlyingMovement() const;
int hasNoTerrainPenalty(const TerrainId & terrain) const;
int hasFreeShipBoarding() const;
int getFlyingMovementValue() const;
int getWaterWalkingValue() const;
int getRoughTerrainDiscountValue() const;
int getMovePointsLimitLand() const;
int getMovePointsLimitWater() const;
TurnInfo(TurnInfoCache * sharedCache, const CGHeroInstance * target, int Turn);
bool isLayerAvailable(const EPathfindingLayer & layer) const;
bool hasBonusOfType(const BonusType type) const;
bool hasBonusOfType(const BonusType type, const BonusSubtypeID subtype) const;
int valOfBonuses(const BonusType type) const;
int valOfBonuses(const BonusType type, const BonusSubtypeID subtype) const;
void updateHeroBonuses(BonusType type) const;
int getMaxMovePoints(const EPathfindingLayer & layer) const;
};

View File

@ -846,8 +846,8 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveme
auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions(this));
auto ti = pathfinderHelper->getTurnInfo();
const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
const bool canFly = ti->hasFlyingMovement() || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
const bool canWalkOnSea = ti->hasWaterWalking() || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
const bool movingOntoObstacle = t.blocked() && !t.visitable();

View File

@ -257,7 +257,7 @@ bool BattleActionProcessor::doAttackAction(const CBattleInfoCallback & battle, c
}
//attack
int totalAttacks = stack->totalAttacks.getMeleeValue();
int totalAttacks = stack->getTotalAttacks(false);
//TODO: move to CUnitState
const auto * attackingHero = battle.battleGetFightingHero(ba.side);
@ -378,7 +378,7 @@ bool BattleActionProcessor::doShootAction(const CBattleInfoCallback & battle, co
}
//allow more than one additional attack
int totalRangedAttacks = stack->totalAttacks.getRangedValue();
int totalRangedAttacks = stack->getTotalAttacks(true);
//TODO: move to CUnitState
const auto * attackingHero = battle.battleGetFightingHero(ba.side);

View File

@ -584,7 +584,7 @@ std::vector<SetMovePoints> NewTurnProcessor::updateHeroesMovementPoints()
{
for (CGHeroInstance *h : elem.second.getHeroes())
{
auto ti = std::make_unique<TurnInfo>(h, 1);
auto ti = h->getTurnInfo(1);
// NOTE: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
int32_t newMovementPoints = h->movementPointsLimitCached(gameHandler->gameState()->map->getTile(h->visitablePos()).isLand(), ti.get());

View File

@ -57,10 +57,12 @@ public:
MOCK_CONST_METHOD0(isFrozen, bool());
MOCK_CONST_METHOD1(isValidTarget, bool(bool));
MOCK_CONST_METHOD0(isHypnotized, bool());
MOCK_CONST_METHOD0(isClone, bool());
MOCK_CONST_METHOD0(hasClone, bool());
MOCK_CONST_METHOD0(canCast, bool());
MOCK_CONST_METHOD0(isCaster, bool());
MOCK_CONST_METHOD0(canShootBlocked, bool());
MOCK_CONST_METHOD0(canShoot, bool());
MOCK_CONST_METHOD0(isShooter, bool());