1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-11-23 22:37:55 +02:00

vcmi: camelCase methods of new classes

Also use EGameSettings for clamping morale and luck
This commit is contained in:
Konstantin
2023-05-02 01:05:59 +03:00
committed by Konstantin P
parent a6de9097be
commit fbc05c70ac
14 changed files with 46 additions and 39 deletions

View File

@@ -12,6 +12,7 @@
#include "VCMI_Lib.h"
#include "GameConstants.h"
#include "GameSettings.h"
#include "bonuses/BonusList.h"
#include "bonuses/Bonus.h"
#include "bonuses/IBonusBearer.h"
@@ -90,7 +91,7 @@ int AFactionMember::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
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
int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
{
static const auto unaffectedByMoraleSelector = Selector::type()(Bonus::NON_LIVING).Or(Selector::type()(Bonus::UNDEAD))
.Or(Selector::type()(Bonus::SIEGE_WEAPON)).Or(Selector::type()(Bonus::NO_MORALE));
@@ -108,10 +109,13 @@ int AFactionMember::MoraleValAndBonusList(TConstBonusListPtr & bonusList) const
static const std::string cachingStrMor = "type_MORALE";
bonusList = getBonusBearer()->getBonuses(moraleSelector, cachingStrMor);
return std::clamp(bonusList->totalValue(), -3, +3);
int32_t maxGoodMorale = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE).size();
int32_t maxBadMorale = -VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE).size();
return std::clamp(bonusList->totalValue(), maxBadMorale, maxGoodMorale);
}
int AFactionMember::LuckValAndBonusList(TConstBonusListPtr & bonusList) const
int AFactionMember::luckValAndBonusList(TConstBonusListPtr & bonusList) const
{
if(getBonusBearer()->hasBonusOfType(Bonus::NO_LUCK))
{
@@ -124,19 +128,22 @@ int AFactionMember::LuckValAndBonusList(TConstBonusListPtr & bonusList) const
static const std::string cachingStrLuck = "type_LUCK";
bonusList = getBonusBearer()->getBonuses(luckSelector, cachingStrLuck);
return std::clamp(bonusList->totalValue(), -3, +3);
int32_t maxGoodLuck = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE).size();
int32_t maxBadLuck = -VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE).size();
return std::clamp(bonusList->totalValue(), maxBadLuck, maxGoodLuck);
}
int AFactionMember::MoraleVal() const
int AFactionMember::moraleVal() const
{
TConstBonusListPtr tmp = nullptr;
return MoraleValAndBonusList(tmp);
return moraleValAndBonusList(tmp);
}
int AFactionMember::LuckVal() const
int AFactionMember::luckVal() const
{
TConstBonusListPtr tmp = nullptr;
return LuckValAndBonusList(tmp);
return luckValAndBonusList(tmp);
}
ui32 ACreature::getMaxHealth() const
@@ -147,7 +154,7 @@ ui32 ACreature::getMaxHealth() const
return std::max(1, value); //never 0
}
ui32 ACreature::Speed(int turn, bool useBind) const
ui32 ACreature::speed(int turn, bool useBind) const
{
//war machines cannot move
if(getBonusBearer()->hasBonus(Selector::type()(Bonus::SIEGE_WEAPON).And(Selector::turns(turn))))