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renamed & reused CBonusSystemNode::updateBonuses; tweaked updater signature
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@ -318,6 +318,15 @@ void BonusList::eliminateDuplicates()
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bonuses.erase( unique( bonuses.begin(), bonuses.end() ), bonuses.end() );
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}
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void BonusList::updateBonuses(const CBonusSystemNode & context)
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{
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for(std::shared_ptr<Bonus> b : *this)
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{
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if(b->updater)
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b->updater->update(*b, context);
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}
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}
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void BonusList::push_back(std::shared_ptr<Bonus> x)
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{
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bonuses.push_back(x);
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@ -782,7 +791,7 @@ void CBonusSystemNode::popBonuses(const CSelector &s)
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child->popBonuses(s);
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}
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void CBonusSystemNode::updateBonuses(const CSelector &s)
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void CBonusSystemNode::reduceBonusDurations(const CSelector &s)
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{
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BonusList bl;
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exportedBonuses.getBonuses(bl, s, Selector::all);
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@ -794,7 +803,13 @@ void CBonusSystemNode::updateBonuses(const CSelector &s)
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}
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for(CBonusSystemNode *child : children)
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child->updateBonuses(s);
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child->reduceBonusDurations(s);
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}
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void CBonusSystemNode::updateBonuses()
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{
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bonuses.updateBonuses(*this);
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exportedBonuses.updateBonuses(*this);
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}
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void CBonusSystemNode::addNewBonus(const std::shared_ptr<Bonus>& b)
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@ -1544,14 +1559,14 @@ void LimiterList::add( TLimiterPtr limiter )
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limiters.push_back(limiter);
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}
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void ScalingUpdater::update(BonusUpdateContext & context)
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void ScalingUpdater::update(Bonus & b, const CBonusSystemNode & context)
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{
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if(context.node.getNodeType() == CBonusSystemNode::HERO)
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if(context.getNodeType() == CBonusSystemNode::HERO)
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{
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int level = static_cast<const CGHeroInstance &>(context.node).level;
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int level = static_cast<const CGHeroInstance &>(context).level;
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int steps = stepSize ? level / stepSize : level;
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//rounding follows format for HMM3 creature specialty bonus
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context.b->val = (valPer20 * steps + 19) / 20;
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b.val = (valPer20 * steps + 19) / 20;
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}
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}
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@ -485,6 +485,7 @@ public:
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int valOfBonuses(const CSelector &select) const;
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void eliminateDuplicates();
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void updateBonuses(const CBonusSystemNode & node);
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// remove_if implementation for STL vector types
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template <class Predicate>
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@ -707,7 +708,9 @@ public:
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///removes bonuses by selector
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void popBonuses(const CSelector &s);
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///updates count of remaining turns and removes outdated bonuses by selector
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void updateBonuses(const CSelector &s);
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void reduceBonusDurations(const CSelector &s);
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//run update decorators
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void updateBonuses();
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virtual std::string bonusToString(const std::shared_ptr<Bonus>& bonus, bool description) const {return "";}; //description or bonus name
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virtual std::string nodeName() const;
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@ -1013,16 +1016,10 @@ void BonusList::insert(const int position, InputIterator first, InputIterator la
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// bonus decorators for updating bonuses based on events (e.g. hero gaining level)
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struct BonusUpdateContext
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{
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std::shared_ptr<Bonus> b;
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const CBonusSystemNode & node;
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};
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class DLL_LINKAGE IUpdater
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{
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public:
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virtual void update(BonusUpdateContext & context) const = 0;
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virtual void update(Bonus & b, const CBonusSystemNode & context) const = 0;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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@ -1041,5 +1038,5 @@ struct DLL_LINKAGE ScalingUpdater : public IUpdater
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h & stepSize;
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}
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void update(BonusUpdateContext & context);
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void update(Bonus & b, const CBonusSystemNode & context);
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};
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@ -1085,8 +1085,8 @@ DLL_LINKAGE void NewTurn::applyGs(CGameState *gs)
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// Update bonuses before doing anything else so hero don't get more MP than needed
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gs->globalEffects.popBonuses(Bonus::OneDay); //works for children -> all game objs
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gs->globalEffects.updateBonuses(Bonus::NDays);
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gs->globalEffects.updateBonuses(Bonus::OneWeek);
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gs->globalEffects.reduceBonusDurations(Bonus::NDays);
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gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
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//TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
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for(NewTurn::Hero h : heroes) //give mana/movement point
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@ -765,7 +765,7 @@ void BattleInfo::nextRound(int32_t roundNr)
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for(CStack * s : stacks)
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{
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// new turn effects
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s->updateBonuses(Bonus::NTurns);
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s->reduceBonusDurations(Bonus::NTurns);
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s->afterNewRound();
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}
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