/* * BasicTypes.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 "VCMI_Lib.h" #include "GameConstants.h" #include "bonuses/HeroBonus.h" #include "bonuses/IBonusBearer.h" #include #include #include #include VCMI_LIB_NAMESPACE_BEGIN bool INativeTerrainProvider::isNativeTerrain(TerrainId terrain) const { auto native = getNativeTerrain(); return native == terrain || native == ETerrainId::ANY_TERRAIN; } TerrainId AFactionMember::getNativeTerrain() const { constexpr auto any = TerrainId(ETerrainId::ANY_TERRAIN); const std::string cachingStringNoTerrainPenalty = "type_NO_TERRAIN_PENALTY_sANY"; static const auto selectorNoTerrainPenalty = Selector::typeSubtype(Bonus::NO_TERRAIN_PENALTY, any); //this code is used in the CreatureTerrainLimiter::limit to setup battle bonuses //and in the CGHeroInstance::getNativeTerrain() to setup movement bonuses or/and penalties. return getBonusBearer()->hasBonus(selectorNoTerrainPenalty, cachingStringNoTerrainPenalty) ? any : VLC->factions()->getById(getFaction())->getNativeTerrain(); } int32_t AFactionMember::magicResistance() const { si32 val = getBonusBearer()->valOfBonuses(Selector::type()(Bonus::MAGIC_RESISTANCE)); vstd::amin (val, 100); return val; } int AFactionMember::getAttack(bool ranged) const { const std::string cachingStr = "type_PRIMARY_SKILLs_ATTACK"; static const auto selector = Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK); return getBonusBearer()->valOfBonuses(selector, cachingStr); } int AFactionMember::getDefense(bool ranged) const { const std::string cachingStr = "type_PRIMARY_SKILLs_DEFENSE"; static const auto selector = Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE); return getBonusBearer()->valOfBonuses(selector, cachingStr); } int AFactionMember::getMinDamage(bool ranged) const { const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_1"; static const auto selector = Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1)); return getBonusBearer()->valOfBonuses(selector, cachingStr); } int AFactionMember::getMaxDamage(bool ranged) const { const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_2"; static const auto selector = Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2)); return getBonusBearer()->valOfBonuses(selector, cachingStr); } int AFactionMember::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const { static const CSelector selectorAllSkills = Selector::type()(Bonus::PRIMARY_SKILL); static const std::string keyAllSkills = "type_PRIMARY_SKILL"; auto allSkills = getBonusBearer()->getBonuses(selectorAllSkills, keyAllSkills); auto ret = allSkills->valOfBonuses(Selector::subtype()(id)); auto minSkillValue = (id == PrimarySkill::SPELL_POWER || id == PrimarySkill::KNOWLEDGE) ? 1 : 0; 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 { 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)); static const std::string cachingStrUn = "AFactionMember::unaffectedByMoraleSelector"; auto unaffected = getBonusBearer()->hasBonus(unaffectedByMoraleSelector, cachingStrUn); if(unaffected) { if(bonusList && !bonusList->empty()) bonusList = std::make_shared(); return 0; } static const auto moraleSelector = Selector::type()(Bonus::MORALE); static const std::string cachingStrMor = "type_MORALE"; bonusList = getBonusBearer()->getBonuses(moraleSelector, cachingStrMor); return std::clamp(bonusList->totalValue(), -3, +3); } int AFactionMember::LuckValAndBonusList(TConstBonusListPtr & bonusList) const { if(getBonusBearer()->hasBonusOfType(Bonus::NO_LUCK)) { if(bonusList && !bonusList->empty()) bonusList = std::make_shared(); return 0; } static const auto luckSelector = Selector::type()(Bonus::LUCK); static const std::string cachingStrLuck = "type_LUCK"; bonusList = getBonusBearer()->getBonuses(luckSelector, cachingStrLuck); return std::clamp(bonusList->totalValue(), -3, +3); } int AFactionMember::MoraleVal() const { TConstBonusListPtr tmp = nullptr; return MoraleValAndBonusList(tmp); } int AFactionMember::LuckVal() const { TConstBonusListPtr tmp = nullptr; return LuckValAndBonusList(tmp); } ui32 ACreature::MaxHealth() const { const std::string cachingStr = "type_STACK_HEALTH"; static const auto selector = Selector::type()(Bonus::STACK_HEALTH); auto value = getBonusBearer()->valOfBonuses(selector, cachingStr); return std::max(1, value); //never 0 } ui32 ACreature::Speed(int turn, bool useBind) const { //war machines cannot move if(getBonusBearer()->hasBonus(Selector::type()(Bonus::SIEGE_WEAPON).And(Selector::turns(turn)))) { return 0; } //bind effect check - doesn't influence stack initiative if(useBind && getBonusBearer()->hasBonus(Selector::type()(Bonus::BIND_EFFECT).And(Selector::turns(turn)))) { return 0; } return getBonusBearer()->valOfBonuses(Selector::type()(Bonus::STACKS_SPEED).And(Selector::turns(turn))); } bool ACreature::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation { static const std::string cachingStr = "ACreature::isLiving"; static const CSelector selector = Selector::type()(Bonus::UNDEAD) .Or(Selector::type()(Bonus::NON_LIVING)) .Or(Selector::type()(Bonus::GARGOYLE)) .Or(Selector::type()(Bonus::SIEGE_WEAPON)); return !getBonusBearer()->hasBonus(selector, cachingStr); } VCMI_LIB_NAMESPACE_END