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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/lib/HeroBonus.cpp
Michał W. Urbańczyk 03fdd22b1a Version set to 0.83c, to be released as development build.
Code reorganizations in bonus system, allowing defining bonusNode-like classes.
Fixed some issues with artifact handling (proper updating of GUI when moving, minor fixes). 
Restoring battle AI for neutrals after loading game.
2011-02-27 19:58:14 +00:00

1048 lines
25 KiB
C++

#define VCMI_DLL
#include "HeroBonus.h"
#include <boost/foreach.hpp>
#include "VCMI_Lib.h"
#include "CSpellHandler.h"
#include <sstream>
#include "CCreatureHandler.h"
#include <boost/assign/list_of.hpp>
#include "CCreatureSet.h"
#include <boost/algorithm/string/trim.hpp>
#include <boost/bind.hpp>
#include "CHeroHandler.h"
#include "CGeneralTextHandler.h"
#include "BattleState.h"
#include "CArtHandler.h"
#define FOREACH_CONST_PARENT(pname) TCNodes lparents; getParents(lparents); BOOST_FOREACH(const CBonusSystemNode *pname, lparents)
#define FOREACH_PARENT(pname) TNodes lparents; getParents(lparents); BOOST_FOREACH(CBonusSystemNode *pname, lparents)
#define FOREACH_RED_CHILD(pname) TNodes lchildren; getRedChildren(lchildren); BOOST_FOREACH(CBonusSystemNode *pname, lchildren)
#define FOREACH_RED_PARENT(pname) TNodes lparents; getRedParents(lparents); BOOST_FOREACH(CBonusSystemNode *pname, lparents)
#define BONUS_NAME(x) ( #x, Bonus::x )
DLL_EXPORT const std::map<std::string, int> bonusNameMap = boost::assign::map_list_of BONUS_LIST;
#undef BONUS_NAME
#define BONUS_LOG_LINE(x) tlog5 << x << std::endl
int DLL_EXPORT BonusList::totalValue() const
{
int base = 0;
int percentToBase = 0;
int percentToAll = 0;
int additive = 0;
int indepMax = 0;
bool hasIndepMax = false;
int indepMin = 0;
bool hasIndepMin = false;
BOOST_FOREACH(Bonus *i, *this)
{
switch(i->valType)
{
case Bonus::BASE_NUMBER:
base += i->val;
break;
case Bonus::PERCENT_TO_ALL:
percentToAll += i->val;
break;
case Bonus::PERCENT_TO_BASE:
percentToBase += i->val;
break;
case Bonus::ADDITIVE_VALUE:
additive += i->val;
break;
case Bonus::INDEPENDENT_MAX:
if (!hasIndepMax)
{
indepMax = i->val;
hasIndepMax = true;
}
else
{
amax(indepMax, i->val);
}
break;
case Bonus::INDEPENDENT_MIN:
if (!hasIndepMin)
{
indepMin = i->val;
hasIndepMin = true;
}
else
{
amin(indepMin, i->val);
}
break;
}
}
int modifiedBase = base + (base * percentToBase) / 100;
modifiedBase += additive;
int valFirst = (modifiedBase * (100 + percentToAll)) / 100;
if(hasIndepMin && hasIndepMax)
assert(indepMin < indepMax);
if (hasIndepMax)
amax(valFirst, indepMax);
if (hasIndepMin)
amin(valFirst, indepMin);
return valFirst;
}
const DLL_EXPORT Bonus * BonusList::getFirst(const CSelector &selector) const
{
BOOST_FOREACH(Bonus *i, *this)
if(selector(i))
return &*i;
return NULL;
}
DLL_EXPORT Bonus * BonusList::getFirst(const CSelector &select)
{
BOOST_FOREACH(Bonus *i, *this)
if(select(i))
return &*i;
return NULL;
}
void DLL_EXPORT BonusList::getModifiersWDescr(TModDescr &out) const
{
BOOST_FOREACH(Bonus *i, *this)
out.push_back(std::make_pair(i->val, i->Description()));
}
void DLL_EXPORT BonusList::getBonuses(BonusList &out, const CSelector &selector) const
{
// BOOST_FOREACH(Bonus *i, *this)
// if(selector(i) && i->effectRange == Bonus::NO_LIMIT)
// out.push_back(i);
getBonuses(out, selector, 0);
}
void DLL_EXPORT BonusList::getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const
{
BOOST_FOREACH(Bonus *i, *this)
if(selector(i) && (!limit && i->effectRange == Bonus::NO_LIMIT || limit && limit(i))) //add matching bonuses that matches limit predicate or have NO_LIMIT if no given predicate
out.push_back(i);
}
void BonusList::limit(const CBonusSystemNode &node)
{
remove_if(boost::bind(&CBonusSystemNode::isLimitedOnUs, boost::ref(node), _1));
}
void DLL_EXPORT BonusList::eliminateDuplicates()
{
sort();
unique();
}
int IBonusBearer::valOfBonuses(Bonus::BonusType type, const CSelector &selector) const
{
return valOfBonuses(Selector::type(type) && selector);
}
int IBonusBearer::valOfBonuses(Bonus::BonusType type, int subtype /*= -1*/) const
{
CSelector s = Selector::type(type);
if(subtype != -1)
s = s && Selector::subtype(subtype);
return valOfBonuses(s);
}
int IBonusBearer::valOfBonuses(const CSelector &selector) const
{
BonusList hlp;
getBonuses(hlp, selector);
return hlp.totalValue();
}
bool IBonusBearer::hasBonus(const CSelector &selector) const
{
return getBonuses(selector).size() > 0;
}
bool IBonusBearer::hasBonusOfType(Bonus::BonusType type, int subtype /*= -1*/) const
{
CSelector s = Selector::type(type);
if(subtype != -1)
s = s && Selector::subtype(subtype);
return hasBonus(s);
}
void IBonusBearer::getModifiersWDescr(TModDescr &out, Bonus::BonusType type, int subtype /*= -1 */) const
{
getModifiersWDescr(out, subtype != -1 ? Selector::typeSybtype(type, subtype) : Selector::type(type));
}
void IBonusBearer::getModifiersWDescr(TModDescr &out, const CSelector &selector) const
{
getBonuses(selector).getModifiersWDescr(out);
}
int IBonusBearer::getBonusesCount(int from, int id) const
{
return getBonusesCount(Selector::source(from, id));
}
int IBonusBearer::getBonusesCount(const CSelector &selector) const
{
return getBonuses(selector).size();
}
void IBonusBearer::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
{
getBonuses(out, selector, 0, root);
// FOREACH_CONST_PARENT(p)
// p->getBonuses(out, selector, root ? root : this);
//
// bonuses.getBonuses(out, selector);
//
// if(!root)
// out.limit(*this);
}
BonusList IBonusBearer::getBonuses(const CSelector &selector) const
{
BonusList ret;
getBonuses(ret, selector);
return ret;
}
void IBonusBearer::getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root /*= NULL*/) const
{
getAllBonuses(out, selector, limit, root);
out.eliminateDuplicates();
//
// getBonuses(out, selector); //first get all the bonuses
// out.remove_if(std::not1(limit)); //now remove the ones we don't like
// out.limit(*this); //apply bonuses' limiters
}
BonusList IBonusBearer::getBonuses(const CSelector &selector, const CSelector &limit) const
{
BonusList ret;
getBonuses(ret, selector, limit);
return ret;
}
bool IBonusBearer::hasBonusFrom(ui8 source, ui32 sourceID) const
{
return hasBonus(Selector::source(source,sourceID));
}
int IBonusBearer::MoraleVal() const
{
if(hasBonusOfType(Bonus::NON_LIVING) || hasBonusOfType(Bonus::UNDEAD) ||
hasBonusOfType(Bonus::NO_MORALE) || hasBonusOfType(Bonus::SIEGE_WEAPON))
return 0;
int ret = valOfBonuses(Selector::type(Bonus::MORALE));
if(hasBonusOfType(Bonus::SELF_MORALE)) //eg. minotaur
amax(ret, +1);
return abetw(ret, -3, +3);
}
int IBonusBearer::LuckVal() const
{
if(hasBonusOfType(Bonus::NO_LUCK))
return 0;
int ret = valOfBonuses(Selector::type(Bonus::LUCK));
if(hasBonusOfType(Bonus::SELF_LUCK)) //eg. halfling
amax(ret, +1);
return abetw(ret, -3, +3);
}
si32 IBonusBearer::Attack() const
{
si32 ret = valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
if(int frenzyPower = valOfBonuses(Bonus::IN_FRENZY)) //frenzy for attacker
{
ret += frenzyPower * Defense(false);
}
return ret;
}
si32 IBonusBearer::Defense(bool withFrenzy /*= true*/) const
{
si32 ret = valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
if(withFrenzy && hasBonusOfType(Bonus::IN_FRENZY)) //frenzy for defender
{
return 0;
}
return ret;
}
ui16 IBonusBearer::MaxHealth() const
{
return valOfBonuses(Bonus::STACK_HEALTH);
}
ui32 IBonusBearer::getMinDamage() const
{
return valOfBonuses(Selector::typeSybtype(Bonus::CREATURE_DAMAGE, 0) || Selector::typeSybtype(Bonus::CREATURE_DAMAGE, 1));
}
ui32 IBonusBearer::getMaxDamage() const
{
return valOfBonuses(Selector::typeSybtype(Bonus::CREATURE_DAMAGE, 0) || Selector::typeSybtype(Bonus::CREATURE_DAMAGE, 2));
}
si32 IBonusBearer::manaLimit() const
{
return si32(getPrimSkillLevel(3) * (100.0f + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 24)) / 10.0f);
}
int IBonusBearer::getPrimSkillLevel(int id) const
{
int ret = 0;
if(id == PrimarySkill::ATTACK)
ret = Attack();
else if(id == PrimarySkill::DEFENSE)
ret = Defense();
else
ret = valOfBonuses(Bonus::PRIMARY_SKILL, id);
amax(ret, id/2); //minimal value is 0 for attack and defense and 1 for spell power and knowledge
return ret;
}
Bonus * CBonusSystemNode::getBonus(const CSelector &selector)
{
Bonus *ret = bonuses.getFirst(selector);
if(ret)
return ret;
FOREACH_PARENT(pname)
{
ret = pname->getBonus(selector);
if (ret)
return ret;
}
return NULL;
}
const Bonus * CBonusSystemNode::getBonus( const CSelector &selector ) const
{
return (const_cast<CBonusSystemNode*>(this))->getBonus(selector);
}
void CBonusSystemNode::getParents(TCNodes &out) const /*retreives list of parent nodes (nodes to inherit bonuses from) */
{
BOOST_FOREACH(const CBonusSystemNode *parent, parents)
out.insert(parent);
}
void CBonusSystemNode::getParents(TNodes &out)
{
BOOST_FOREACH(const CBonusSystemNode *parent, parents)
out.insert(const_cast<CBonusSystemNode*>(parent));
}
void CBonusSystemNode::getAllBonuses(BonusList &out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root /*= NULL*/) const
{
FOREACH_CONST_PARENT(p)
p->getBonuses(out, selector, limit, root ? root : this);
bonuses.getBonuses(out, selector, limit);
if(!root)
out.limit(*this);
}
CBonusSystemNode::CBonusSystemNode()
{
nodeType = UNKNOWN;
}
CBonusSystemNode::~CBonusSystemNode()
{
detachFromAll();
if(children.size())
{
tlog2 << "Warning: an orphaned child!\n";
while(children.size())
children.front()->detachFrom(this);
}
BOOST_FOREACH(Bonus *b, exportedBonuses)
delete b;
}
void CBonusSystemNode::attachTo(CBonusSystemNode *parent)
{
assert(!vstd::contains(parents, parent));
parents.push_back(parent);
if(parent->actsAsBonusSourceOnly())
parent->newRedDescendant(this);
else
newRedDescendant(parent);
parent->newChildAttached(this);
}
void CBonusSystemNode::detachFrom(CBonusSystemNode *parent)
{
assert(vstd::contains(parents, parent));
if(parent->actsAsBonusSourceOnly())
parent->removedRedDescendant(this);
else
removedRedDescendant(parent);
parents -= parent;
parent->childDetached(this);
}
void CBonusSystemNode::popBonuses(const CSelector &s)
{
BonusList bl;
exportedBonuses.getBonuses(bl, s);
BOOST_FOREACH(Bonus *b, bl)
removeBonus(b);
BOOST_FOREACH(CBonusSystemNode *child, children)
child->popBonuses(s);
}
// void CBonusSystemNode::addNewBonus(const Bonus &b)
// {
// addNewBonus(new Bonus(b));
// }
void CBonusSystemNode::addNewBonus(Bonus *b)
{
assert(!vstd::contains(exportedBonuses,b));
exportedBonuses.push_back(b);
exportBonus(b);
}
void CBonusSystemNode::removeBonus(Bonus *b)
{
exportedBonuses -= b;
if(b->propagator)
unpropagateBonus(b);
else
bonuses -= b;
delNull(b);
}
bool CBonusSystemNode::isLimitedOnUs(Bonus *b) const
{
return b->limiter && b->limiter->limit(b, *this);
}
bool CBonusSystemNode::actsAsBonusSourceOnly() const
{
switch(nodeType)
{
case CREATURE:
case ARTIFACT:
case ARTIFACT_INSTANCE:
return true;
default:
return false;
}
}
void CBonusSystemNode::propagateBonus(Bonus * b)
{
if(b->propagator->shouldBeAttached(this))
{
bonuses.push_back(b);
BONUS_LOG_LINE("#$# " << b->Description() << " #propagated to# " << nodeName());
}
FOREACH_RED_CHILD(child)
child->propagateBonus(b);
}
void CBonusSystemNode::unpropagateBonus(Bonus * b)
{
if(b->propagator->shouldBeAttached(this))
{
bonuses -= b;
BONUS_LOG_LINE("#$#" << b->Description() << " #is no longer propagated to# " << nodeName());
}
FOREACH_RED_CHILD(child)
child->unpropagateBonus(b);
}
void CBonusSystemNode::newChildAttached(CBonusSystemNode *child)
{
assert(!vstd::contains(children, child));
children.push_back(child);
BONUS_LOG_LINE(child->nodeName() << " #attached to# " << nodeName());
}
void CBonusSystemNode::childDetached(CBonusSystemNode *child)
{
assert(vstd::contains(children, child));
children -= child;
BONUS_LOG_LINE(child->nodeName() << " #detached from# " << nodeName());
}
void CBonusSystemNode::detachFromAll()
{
while(parents.size())
detachFrom(parents.front());
}
bool CBonusSystemNode::isIndependentNode() const
{
return parents.empty() && children.empty();
}
std::string CBonusSystemNode::nodeName() const
{
return description.size()
? description
: std::string("Bonus system node of type ") + typeid(*this).name();
}
void CBonusSystemNode::deserializationFix()
{
BOOST_FOREACH(Bonus *b, exportedBonuses)
exportBonus(b);
}
void CBonusSystemNode::getRedParents(TNodes &out)
{
FOREACH_PARENT(pname)
{
if(pname->actsAsBonusSourceOnly())
{
out.insert(pname);
}
}
if(!actsAsBonusSourceOnly())
{
BOOST_FOREACH(CBonusSystemNode *child, children)
{
out.insert(child);
}
}
}
void CBonusSystemNode::getRedChildren(TNodes &out)
{
FOREACH_PARENT(pname)
{
if(!pname->actsAsBonusSourceOnly())
{
out.insert(pname);
}
}
if(actsAsBonusSourceOnly())
{
BOOST_FOREACH(CBonusSystemNode *child, children)
{
out.insert(child);
}
}
}
void CBonusSystemNode::newRedDescendant(CBonusSystemNode *descendant)
{
BOOST_FOREACH(Bonus *b, exportedBonuses)
if(b->propagator)
descendant->propagateBonus(b);
FOREACH_RED_PARENT(parent)
parent->newRedDescendant(descendant);
}
void CBonusSystemNode::removedRedDescendant(CBonusSystemNode *descendant)
{
BOOST_FOREACH(Bonus *b, exportedBonuses)
if(b->propagator)
descendant->unpropagateBonus(b);
FOREACH_RED_PARENT(parent)
parent->removedRedDescendant(descendant);
}
void CBonusSystemNode::getRedAncestors(TNodes &out)
{
getRedParents(out);
FOREACH_RED_PARENT(p)
p->getRedAncestors(out);
}
void CBonusSystemNode::getRedDescendants(TNodes &out)
{
getRedChildren(out);
FOREACH_RED_CHILD(c)
c->getRedChildren(out);
}
void CBonusSystemNode::battleTurnPassed()
{
BonusList bonusesCpy = exportedBonuses; //copy, because removing bonuses invalidates iters
BOOST_FOREACH(Bonus *b, bonusesCpy)
{
if(b->duration & Bonus::N_TURNS)
{
b->turnsRemain--;
if(b->turnsRemain <= 0)
removeBonus(b);
}
}
}
void CBonusSystemNode::exportBonus(Bonus * b)
{
if(b->propagator)
propagateBonus(b);
else
bonuses.push_back(b);
}
int NBonus::valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype /*= -1*/)
{
if(obj)
return obj->valOfBonuses(type, subtype);
return 0;
}
bool NBonus::hasOfType(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype /*= -1*/)
{
if(obj)
return obj->hasBonusOfType(type, subtype);
return false;
}
void NBonus::getModifiersWDescr(const CBonusSystemNode *obj, TModDescr &out, Bonus::BonusType type, int subtype /*= -1 */)
{
if(obj)
return obj->getModifiersWDescr(out, type, subtype);
}
int NBonus::getCount(const CBonusSystemNode *obj, int from, int id)
{
if(obj)
return obj->getBonusesCount(from, id);
return 0;
}
const CSpell * Bonus::sourceSpell() const
{
if(source == SPELL_EFFECT)
return VLC->spellh->spells[sid];
return NULL;
}
std::string Bonus::Description() const
{
if(description.size())
return description;
std::ostringstream str;
str << std::showpos << val << " ";
switch(source)
{
case ARTIFACT:
str << VLC->arth->artifacts[sid]->Name();
break;;
case SPELL_EFFECT:
str << VLC->spellh->spells[sid]->name;
break;
case CREATURE_ABILITY:
str << VLC->creh->creatures[sid]->namePl;
break;
case SECONDARY_SKILL:
str << VLC->generaltexth->skillName[sid]/* << " secondary skill"*/;
break;
}
return str.str();
}
Bonus::Bonus(ui16 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype/*=-1*/)
: duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), sid(ID), description(Desc)
{
additionalInfo = -1;
turnsRemain = 0;
valType = ADDITIVE_VALUE;
effectRange = NO_LIMIT;
boost::algorithm::trim(description);
}
Bonus::Bonus(ui16 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, si32 Subtype/*=-1*/, ui8 ValType /*= ADDITIVE_VALUE*/)
: duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), sid(ID), valType(ValType)
{
additionalInfo = -1;
turnsRemain = 0;
effectRange = NO_LIMIT;
}
Bonus::Bonus()
{
subtype = -1;
additionalInfo = -1;
turnsRemain = 0;
valType = ADDITIVE_VALUE;
effectRange = NO_LIMIT;
}
Bonus::~Bonus()
{
}
Bonus * Bonus::addLimiter(ILimiter *Limiter)
{
return addLimiter(boost::shared_ptr<ILimiter>(Limiter));
}
Bonus * Bonus::addLimiter(boost::shared_ptr<ILimiter> Limiter)
{
limiter = Limiter;
return this;
}
Bonus * Bonus::addPropagator(IPropagator *Propagator)
{
return addPropagator(boost::shared_ptr<IPropagator>(Propagator));
}
Bonus * Bonus::addPropagator(boost::shared_ptr<IPropagator> Propagator)
{
propagator = Propagator;
return this;
}
CSelector DLL_EXPORT operator&&(const CSelector &first, const CSelector &second)
{
return CSelectorsConjunction(first, second);
}
CSelector DLL_EXPORT operator||(const CSelector &first, const CSelector &second)
{
return CSelectorsAlternative(first, second);
}
namespace Selector
{
DLL_EXPORT CSelectFieldEqual<TBonusType> type(&Bonus::type, 0);
DLL_EXPORT CSelectFieldEqual<TBonusSubtype> subtype(&Bonus::subtype, 0);
DLL_EXPORT CSelectFieldEqual<si32> info(&Bonus::additionalInfo, 0);
DLL_EXPORT CSelectFieldEqual<ui8> sourceType(&Bonus::source, 0);
DLL_EXPORT CSelectFieldEqual<ui8> effectRange(&Bonus::effectRange, Bonus::NO_LIMIT);
DLL_EXPORT CWillLastTurns turns;
CSelector DLL_EXPORT typeSybtype(TBonusType Type, TBonusSubtype Subtype)
{
return type(Type) && subtype(Subtype);
}
CSelector DLL_EXPORT typeSybtypeInfo(TBonusType type, TBonusSubtype subtype, si32 info)
{
return CSelectFieldEqual<TBonusType>(&Bonus::type, type) && CSelectFieldEqual<TBonusSubtype>(&Bonus::subtype, subtype) && CSelectFieldEqual<si32>(&Bonus::additionalInfo, info);
}
CSelector DLL_EXPORT source(ui8 source, ui32 sourceID)
{
return CSelectFieldEqual<ui8>(&Bonus::source, source) && CSelectFieldEqual<ui32>(&Bonus::sid, sourceID);
}
CSelector DLL_EXPORT sourceTypeSel(ui8 source)
{
return CSelectFieldEqual<ui8>(&Bonus::source, source);
}
bool DLL_EXPORT matchesType(const CSelector &sel, TBonusType type)
{
Bonus dummy;
dummy.type = type;
return sel(&dummy);
}
bool DLL_EXPORT matchesTypeSubtype(const CSelector &sel, TBonusType type, TBonusSubtype subtype)
{
Bonus dummy;
dummy.type = type;
dummy.subtype = subtype;
return sel(&dummy);
}
bool DLL_EXPORT positiveSpellEffects(const Bonus *b)
{
if(b->source == Bonus::SPELL_EFFECT)
{
CSpell *sp = VLC->spellh->spells[b->sid];
return sp->positiveness == 1;
}
return false; //not a spell effect
}
}
const CStack * retreiveStackBattle(const CBonusSystemNode *node)
{
switch(node->nodeType)
{
case CBonusSystemNode::STACK_BATTLE:
return static_cast<const CStack*>(node);
default:
return NULL;
}
}
const CStackInstance * retreiveStackInstance(const CBonusSystemNode *node)
{
switch(node->nodeType)
{
case CBonusSystemNode::STACK_INSTANCE:
return (static_cast<const CStackInstance *>(node));
case CBonusSystemNode::STACK_BATTLE:
return (static_cast<const CStack*>(node))->base;
default:
return NULL;
}
}
const CCreature * retrieveCreature(const CBonusSystemNode *node)
{
switch(node->nodeType)
{
case CBonusSystemNode::CREATURE:
return (static_cast<const CCreature *>(node));
default:
const CStackInstance *csi = retreiveStackInstance(node);
if(csi)
return csi->type;
return NULL;
}
}
DLL_EXPORT std::ostream & operator<<(std::ostream &out, const BonusList &bonusList)
{
int i = 0;
BOOST_FOREACH(const Bonus *b, bonusList)
{
out << "Bonus " << i++ << "\n" << *b << std::endl;
}
return out;
}
DLL_EXPORT std::ostream & operator<<(std::ostream &out, const Bonus &bonus)
{
for(std::map<std::string, int>::const_iterator i = bonusNameMap.begin(); i != bonusNameMap.end(); i++)
if(i->second == bonus.type)
out << "\tType: " << i->first << " \t";
#define printField(field) out << "\t" #field ": " << (int)bonus.field << "\n"
printField(val);
printField(subtype);
printField(duration);
printField(source);
printField(sid);
printField(additionalInfo);
printField(turnsRemain);
printField(valType);
printField(effectRange);
#undef printField
return out;
}
ILimiter::~ILimiter()
{
}
bool ILimiter::limit(const Bonus *b, const CBonusSystemNode &node) const /*return true to drop the bonus */
{
return false;
}
bool CCreatureTypeLimiter::limit(const Bonus *b, const CBonusSystemNode &node) const
{
const CCreature *c = retrieveCreature(&node);
if(!c)
return true;
return c != creature && (!includeUpgrades || !creature->isMyUpgrade(c));
//drop bonus if it's not our creature and (we dont check upgrades or its not our upgrade)
}
CCreatureTypeLimiter::CCreatureTypeLimiter(const CCreature &Creature, ui8 IncludeUpgrades /*= true*/)
:creature(&Creature), includeUpgrades(IncludeUpgrades)
{
}
CCreatureTypeLimiter::CCreatureTypeLimiter()
{
creature = NULL;
includeUpgrades = false;
}
HasAnotherBonusLimiter::HasAnotherBonusLimiter( TBonusType bonus )
: type(bonus), subtype(0), isSubtypeRelevant(false)
{
}
HasAnotherBonusLimiter::HasAnotherBonusLimiter( TBonusType bonus, TBonusSubtype _subtype )
: type(bonus), subtype(_subtype), isSubtypeRelevant(true)
{
}
bool HasAnotherBonusLimiter::limit( const Bonus *b, const CBonusSystemNode &node ) const
{
if(isSubtypeRelevant)
{
return !node.hasBonusOfType(static_cast<Bonus::BonusType>(type), subtype);
}
else
{
return !node.hasBonusOfType(static_cast<Bonus::BonusType>(type));
}
}
IPropagator::~IPropagator()
{
}
// CBonusSystemNode * IPropagator::getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild)
// {
// tlog1 << "IPropagator::getDestNode called!\n";
// return source;
// }
bool IPropagator::shouldBeAttached(CBonusSystemNode *dest)
{
return false;
}
// CBonusSystemNode * CPropagatorNodeType::getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild)
// {
// return NULL;
// }
CPropagatorNodeType::CPropagatorNodeType()
{
}
CPropagatorNodeType::CPropagatorNodeType(ui8 NodeType)
: nodeType(NodeType)
{
}
bool CPropagatorNodeType::shouldBeAttached(CBonusSystemNode *dest)
{
return nodeType == dest->nodeType;
}
CreatureNativeTerrainLimiter::CreatureNativeTerrainLimiter(int TerrainType)
: terrainType(TerrainType)
{
}
CreatureNativeTerrainLimiter::CreatureNativeTerrainLimiter()
{
}
bool CreatureNativeTerrainLimiter::limit(const Bonus *b, const CBonusSystemNode &node) const
{
const CCreature *c = retrieveCreature(&node);
return !c || !iswith(c->faction, 0, 9) || VLC->heroh->nativeTerrains[c->faction] != terrainType; //drop bonus for non-creatures or non-native residents
//TODO neutral creatues
}
CreatureFactionLimiter::CreatureFactionLimiter(int Faction)
: faction(Faction)
{
}
CreatureFactionLimiter::CreatureFactionLimiter()
{
}
bool CreatureFactionLimiter::limit(const Bonus *b, const CBonusSystemNode &node) const
{
const CCreature *c = retrieveCreature(&node);
return !c || c->faction != faction; //drop bonus for non-creatures or non-native residents
}
CreatureAlignmentLimiter::CreatureAlignmentLimiter()
{
}
CreatureAlignmentLimiter::CreatureAlignmentLimiter(si8 Alignment)
: alignment(Alignment)
{
}
bool CreatureAlignmentLimiter::limit(const Bonus *b, const CBonusSystemNode &node) const
{
const CCreature *c = retrieveCreature(&node);
if(!c)
return true;
switch(alignment)
{
case GOOD:
return !c->isGood(); //if not good -> return true (drop bonus)
case NEUTRAL:
return c->isEvil() || c->isGood();
case EVIL:
return !c->isEvil();
default:
tlog1 << "Warning: illegal alignment in limiter!\n";
return true;
}
}
RankRangeLimiter::RankRangeLimiter(ui8 Min, ui8 Max)
:minRank(Min), maxRank(Max)
{
}
RankRangeLimiter::RankRangeLimiter()
{
minRank = maxRank = -1;
}
bool RankRangeLimiter::limit( const Bonus *b, const CBonusSystemNode &node ) const
{
const CStackInstance *csi = retreiveStackInstance(&node);
if(csi)
return csi->getExpRank() < minRank || csi->getExpRank() > maxRank;
return true;
}
bool StackOwnerLimiter::limit(const Bonus *b, const CBonusSystemNode &node) const
{
const CStack *s = retreiveStackBattle(&node);
if(s)
return s->owner != owner;
const CStackInstance *csi = retreiveStackInstance(&node);
if(csi && csi->armyObj)
return csi->armyObj->tempOwner != owner;
return true;
}
StackOwnerLimiter::StackOwnerLimiter()
: owner(-1)
{
}
StackOwnerLimiter::StackOwnerLimiter(ui8 Owner)
: owner(Owner)
{
}