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renamed & reused CBonusSystemNode::updateBonuses; tweaked updater signature

This commit is contained in:
Henning Koehler 2017-09-10 00:25:55 +12:00
parent 67330efa4a
commit f1fd00f005
4 changed files with 30 additions and 18 deletions

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@ -318,6 +318,15 @@ void BonusList::eliminateDuplicates()
bonuses.erase( unique( bonuses.begin(), bonuses.end() ), bonuses.end() );
}
void BonusList::updateBonuses(const CBonusSystemNode & context)
{
for(std::shared_ptr<Bonus> b : *this)
{
if(b->updater)
b->updater->update(*b, context);
}
}
void BonusList::push_back(std::shared_ptr<Bonus> x)
{
bonuses.push_back(x);
@ -782,7 +791,7 @@ void CBonusSystemNode::popBonuses(const CSelector &s)
child->popBonuses(s);
}
void CBonusSystemNode::updateBonuses(const CSelector &s)
void CBonusSystemNode::reduceBonusDurations(const CSelector &s)
{
BonusList bl;
exportedBonuses.getBonuses(bl, s, Selector::all);
@ -794,7 +803,13 @@ void CBonusSystemNode::updateBonuses(const CSelector &s)
}
for(CBonusSystemNode *child : children)
child->updateBonuses(s);
child->reduceBonusDurations(s);
}
void CBonusSystemNode::updateBonuses()
{
bonuses.updateBonuses(*this);
exportedBonuses.updateBonuses(*this);
}
void CBonusSystemNode::addNewBonus(const std::shared_ptr<Bonus>& b)
@ -1544,14 +1559,14 @@ void LimiterList::add( TLimiterPtr limiter )
limiters.push_back(limiter);
}
void ScalingUpdater::update(BonusUpdateContext & context)
void ScalingUpdater::update(Bonus & b, const CBonusSystemNode & context)
{
if(context.node.getNodeType() == CBonusSystemNode::HERO)
if(context.getNodeType() == CBonusSystemNode::HERO)
{
int level = static_cast<const CGHeroInstance &>(context.node).level;
int level = static_cast<const CGHeroInstance &>(context).level;
int steps = stepSize ? level / stepSize : level;
//rounding follows format for HMM3 creature specialty bonus
context.b->val = (valPer20 * steps + 19) / 20;
b.val = (valPer20 * steps + 19) / 20;
}
}

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@ -485,6 +485,7 @@ public:
int valOfBonuses(const CSelector &select) const;
void eliminateDuplicates();
void updateBonuses(const CBonusSystemNode & node);
// remove_if implementation for STL vector types
template <class Predicate>
@ -707,7 +708,9 @@ public:
///removes bonuses by selector
void popBonuses(const CSelector &s);
///updates count of remaining turns and removes outdated bonuses by selector
void updateBonuses(const CSelector &s);
void reduceBonusDurations(const CSelector &s);
//run update decorators
void updateBonuses();
virtual std::string bonusToString(const std::shared_ptr<Bonus>& bonus, bool description) const {return "";}; //description or bonus name
virtual std::string nodeName() const;
@ -1013,16 +1016,10 @@ void BonusList::insert(const int position, InputIterator first, InputIterator la
// bonus decorators for updating bonuses based on events (e.g. hero gaining level)
struct BonusUpdateContext
{
std::shared_ptr<Bonus> b;
const CBonusSystemNode & node;
};
class DLL_LINKAGE IUpdater
{
public:
virtual void update(BonusUpdateContext & context) const = 0;
virtual void update(Bonus & b, const CBonusSystemNode & context) const = 0;
template <typename Handler> void serialize(Handler &h, const int version)
{
@ -1041,5 +1038,5 @@ struct DLL_LINKAGE ScalingUpdater : public IUpdater
h & stepSize;
}
void update(BonusUpdateContext & context);
void update(Bonus & b, const CBonusSystemNode & context);
};

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@ -1085,8 +1085,8 @@ DLL_LINKAGE void NewTurn::applyGs(CGameState *gs)
// Update bonuses before doing anything else so hero don't get more MP than needed
gs->globalEffects.popBonuses(Bonus::OneDay); //works for children -> all game objs
gs->globalEffects.updateBonuses(Bonus::NDays);
gs->globalEffects.updateBonuses(Bonus::OneWeek);
gs->globalEffects.reduceBonusDurations(Bonus::NDays);
gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
//TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
for(NewTurn::Hero h : heroes) //give mana/movement point

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@ -765,7 +765,7 @@ void BattleInfo::nextRound(int32_t roundNr)
for(CStack * s : stacks)
{
// new turn effects
s->updateBonuses(Bonus::NTurns);
s->reduceBonusDurations(Bonus::NTurns);
s->afterNewRound();
}