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vcmi/lib/HeroBonus.cpp
Arseniy Shestakov 452e28d183 Remove some useless includes found by cppclean
This of course was tested and shouldn't break anything
2016-08-26 04:42:16 +03:00

1560 lines
38 KiB
C++

/*
* HeroBonus.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 "HeroBonus.h"
#include "VCMI_Lib.h"
#include "spells/CSpellHandler.h"
#include "CCreatureHandler.h"
#include "CCreatureSet.h"
#include "CHeroHandler.h"
#include "CGeneralTextHandler.h"
#include "BattleState.h"
#include "CArtHandler.h"
#define FOREACH_PARENT(pname) TNodes lparents; getParents(lparents); for(CBonusSystemNode *pname : lparents)
#define FOREACH_CPARENT(pname) TCNodes lparents; getParents(lparents); for(const CBonusSystemNode *pname : lparents)
#define FOREACH_RED_CHILD(pname) TNodes lchildren; getRedChildren(lchildren); for(CBonusSystemNode *pname : lchildren)
#define FOREACH_RED_PARENT(pname) TNodes lparents; getRedParents(lparents); for(CBonusSystemNode *pname : lparents)
#define BONUS_NAME(x) { #x, Bonus::x },
const std::map<std::string, Bonus::BonusType> bonusNameMap = { BONUS_LIST };
#undef BONUS_NAME
#define BONUS_VALUE(x) { #x, Bonus::x },
const std::map<std::string, Bonus::ValueType> bonusValueMap = { BONUS_VALUE_LIST };
#undef BONUS_VALUE
#define BONUS_SOURCE(x) { #x, Bonus::x },
const std::map<std::string, Bonus::BonusSource> bonusSourceMap = { BONUS_SOURCE_LIST };
#undef BONUS_SOURCE
#define BONUS_ITEM(x) { #x, Bonus::x },
const std::map<std::string, ui16> bonusDurationMap =
{
BONUS_ITEM(PERMANENT)
BONUS_ITEM(ONE_BATTLE)
BONUS_ITEM(ONE_DAY)
BONUS_ITEM(ONE_WEEK)
BONUS_ITEM(N_TURNS)
BONUS_ITEM(N_DAYS)
BONUS_ITEM(UNITL_BEING_ATTACKED)
BONUS_ITEM(UNTIL_ATTACK)
BONUS_ITEM(STACK_GETS_TURN)
BONUS_ITEM(COMMANDER_KILLED)
};
const std::map<std::string, Bonus::LimitEffect> bonusLimitEffect =
{
BONUS_ITEM(NO_LIMIT)
BONUS_ITEM(ONLY_DISTANCE_FIGHT)
BONUS_ITEM(ONLY_MELEE_FIGHT)
BONUS_ITEM(ONLY_ENEMY_ARMY)
};
const std::map<std::string, TLimiterPtr> bonusLimiterMap =
{
{"SHOOTER_ONLY", std::make_shared<HasAnotherBonusLimiter>(Bonus::SHOOTER)},
{"DRAGON_NATURE", std::make_shared<HasAnotherBonusLimiter>(Bonus::DRAGON_NATURE)},
{"IS_UNDEAD", std::make_shared<HasAnotherBonusLimiter>(Bonus::UNDEAD)}
};
const std::map<std::string, TPropagatorPtr> bonusPropagatorMap =
{
{"BATTLE_WIDE", std::make_shared<CPropagatorNodeType>(CBonusSystemNode::BATTLE)},
{"VISITED_TOWN_AND_VISITOR", std::make_shared<CPropagatorNodeType>(CBonusSystemNode::TOWN_AND_VISITOR)},
{"PLAYER_PROPAGATOR", std::make_shared<CPropagatorNodeType>(CBonusSystemNode::PLAYER)},
{"HERO", std::make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO)},
{"TEAM_PROPAGATOR", std::make_shared<CPropagatorNodeType>(CBonusSystemNode::TEAM)}, //untested
{"GLOBAL_EFFECT", std::make_shared<CPropagatorNodeType>(CBonusSystemNode::GLOBAL_EFFECTS)}
}; //untested
#define BONUS_LOG_LINE(x) logBonus->traceStream() << x
int CBonusSystemNode::treeChanged = 1;
const bool CBonusSystemNode::cachingEnabled = true;
BonusList::BonusList(bool BelongsToTree /* =false */) : belongsToTree(BelongsToTree)
{
}
BonusList::BonusList(const BonusList &bonusList)
{
bonuses.resize(bonusList.size());
std::copy(bonusList.begin(), bonusList.end(), bonuses.begin());
belongsToTree = false;
}
BonusList& BonusList::operator=(const BonusList &bonusList)
{
bonuses.resize(bonusList.size());
std::copy(bonusList.begin(), bonusList.end(), bonuses.begin());
belongsToTree = false;
return *this;
}
int 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;
for (auto & elem : bonuses)
{
Bonus *b = elem;
switch(b->valType)
{
case Bonus::BASE_NUMBER:
base += b->val;
break;
case Bonus::PERCENT_TO_ALL:
percentToAll += b->val;
break;
case Bonus::PERCENT_TO_BASE:
percentToBase += b->val;
break;
case Bonus::ADDITIVE_VALUE:
additive += b->val;
break;
case Bonus::INDEPENDENT_MAX:
if (!hasIndepMax)
{
indepMax = b->val;
hasIndepMax = true;
}
else
{
vstd::amax(indepMax, b->val);
}
break;
case Bonus::INDEPENDENT_MIN:
if (!hasIndepMin)
{
indepMin = b->val;
hasIndepMin = true;
}
else
{
vstd::amin(indepMin, b->val);
}
break;
}
}
int modifiedBase = base + (base * percentToBase) / 100;
modifiedBase += additive;
int valFirst = (modifiedBase * (100 + percentToAll)) / 100;
if(hasIndepMin && hasIndepMax)
assert(indepMin < indepMax);
const int notIndepBonuses = boost::count_if(bonuses, [](const Bonus *b)
{
return b->valType != Bonus::INDEPENDENT_MAX && b->valType != Bonus::INDEPENDENT_MIN;
});
if (hasIndepMax)
{
if(notIndepBonuses)
vstd::amax(valFirst, indepMax);
else
valFirst = indepMax;
}
if (hasIndepMin)
{
if(notIndepBonuses)
vstd::amin(valFirst, indepMin);
else
valFirst = indepMin;
}
return valFirst;
}
const Bonus * BonusList::getFirst(const CSelector &selector) const
{
for (auto & elem : bonuses)
{
const Bonus *b = elem;
if(selector(b))
return &*b;
}
return nullptr;
}
Bonus * BonusList::getFirst(const CSelector &select)
{
for (auto & elem : bonuses)
{
Bonus *b = elem;
if(select(b))
return &*b;
}
return nullptr;
}
void BonusList::getBonuses(BonusList & out, const CSelector &selector) const
{
getBonuses(out, selector, nullptr);
}
void BonusList::getBonuses(BonusList & out, const CSelector &selector, const CSelector &limit) const
{
for (auto & elem : bonuses)
{
Bonus *b = elem;
//add matching bonuses that matches limit predicate or have NO_LIMIT if no given predicate
if(selector(b) && ((!limit && b->effectRange == Bonus::NO_LIMIT) || ((bool)limit && limit(b))))
out.push_back(b);
}
}
void BonusList::getAllBonuses(BonusList &out) const
{
for(Bonus *b : bonuses)
out.push_back(b);
}
int BonusList::valOfBonuses(const CSelector &select) const
{
BonusList ret;
CSelector limit = nullptr;
getBonuses(ret, select, limit);
ret.eliminateDuplicates();
return ret.totalValue();
}
// void BonusList::limit(const CBonusSystemNode &node)
// {
// remove_if(std::bind(&CBonusSystemNode::isLimitedOnUs, std::ref(node), _1));
// }
void BonusList::eliminateDuplicates()
{
sort( bonuses.begin(), bonuses.end() );
bonuses.erase( unique( bonuses.begin(), bonuses.end() ), bonuses.end() );
}
void BonusList::push_back(Bonus* const &x)
{
bonuses.push_back(x);
if (belongsToTree)
CBonusSystemNode::treeHasChanged();
}
std::vector<Bonus*>::iterator BonusList::erase(const int position)
{
if (belongsToTree)
CBonusSystemNode::treeHasChanged();
return bonuses.erase(bonuses.begin() + position);
}
void BonusList::clear()
{
bonuses.clear();
if (belongsToTree)
CBonusSystemNode::treeHasChanged();
}
std::vector<BonusList*>::size_type BonusList::operator-=(Bonus* const &i)
{
auto itr = std::find(bonuses.begin(), bonuses.end(), i);
if(itr == bonuses.end())
return false;
bonuses.erase(itr);
if (belongsToTree)
CBonusSystemNode::treeHasChanged();
return true;
}
void BonusList::resize(std::vector<Bonus*>::size_type sz, Bonus* c )
{
bonuses.resize(sz, c);
if (belongsToTree)
CBonusSystemNode::treeHasChanged();
}
void BonusList::insert(std::vector<Bonus*>::iterator position, std::vector<Bonus*>::size_type n, Bonus* const &x)
{
bonuses.insert(position, n, x);
if (belongsToTree)
CBonusSystemNode::treeHasChanged();
}
int IBonusBearer::valOfBonuses(Bonus::BonusType type, const CSelector &selector) const
{
return valOfBonuses(Selector::type(type).And(selector));
}
int IBonusBearer::valOfBonuses(Bonus::BonusType type, int subtype /*= -1*/) const
{
std::stringstream cachingStr;
cachingStr << "type_" << type << "s_" << subtype;
CSelector s = Selector::type(type);
if(subtype != -1)
s = s.And(Selector::subtype(subtype));
return valOfBonuses(s, cachingStr.str());
}
int IBonusBearer::valOfBonuses(const CSelector &selector, const std::string &cachingStr) const
{
CSelector limit = nullptr;
TBonusListPtr hlp = getAllBonuses(selector, limit, nullptr, cachingStr);
return hlp->totalValue();
}
bool IBonusBearer::hasBonus(const CSelector &selector, const std::string &cachingStr /*= ""*/) const
{
return getBonuses(selector, cachingStr)->size() > 0;
}
bool IBonusBearer::hasBonusOfType(Bonus::BonusType type, int subtype /*= -1*/) const
{
std::stringstream cachingStr;
cachingStr << "type_" << type << "s_" << subtype;
CSelector s = Selector::type(type);
if(subtype != -1)
s = s.And(Selector::subtype(subtype));
return hasBonus(s, cachingStr.str());
}
int IBonusBearer::getBonusesCount(Bonus::BonusSource from, int id) const
{
std::stringstream cachingStr;
cachingStr << "source_" << from << "id_" << id;
return getBonusesCount(Selector::source(from, id), cachingStr.str());
}
int IBonusBearer::getBonusesCount(const CSelector &selector, const std::string &cachingStr /* =""*/) const
{
return getBonuses(selector, cachingStr)->size();
}
const TBonusListPtr IBonusBearer::getBonuses(const CSelector &selector, const std::string &cachingStr /*= ""*/) const
{
return getAllBonuses(selector, nullptr, nullptr, cachingStr);
}
const TBonusListPtr IBonusBearer::getBonuses(const CSelector &selector, const CSelector &limit, const std::string &cachingStr /*= ""*/) const
{
return getAllBonuses(selector, limit, nullptr, cachingStr);
}
bool IBonusBearer::hasBonusFrom(Bonus::BonusSource source, ui32 sourceID) const
{
std::stringstream cachingStr;
cachingStr << "source_" << source << "id_" << sourceID;
return hasBonus(Selector::source(source,sourceID), cachingStr.str());
}
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(Bonus::MORALE);
if(hasBonusOfType(Bonus::SELF_MORALE)) //eg. minotaur
vstd::amax(ret, +1);
return vstd::abetween(ret, -3, +3);
}
int IBonusBearer::LuckVal() const
{
if(hasBonusOfType(Bonus::NO_LUCK))
return 0;
int ret = valOfBonuses(Bonus::LUCK);
if(hasBonusOfType(Bonus::SELF_LUCK)) //eg. halfling
vstd::amax(ret, +1);
return vstd::abetween(ret, -3, +3);
}
si32 IBonusBearer::Attack() const
{
si32 ret = valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
if (double frenzyPower = valOfBonuses(Bonus::IN_FRENZY)) //frenzy for attacker
{
ret += (frenzyPower/100) * (double)Defense(false);
}
vstd::amax(ret, 0);
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;
}
vstd::amax(ret, 0);
return ret;
}
ui32 IBonusBearer::MaxHealth() const
{
return std::max(1, valOfBonuses(Bonus::STACK_HEALTH)); //never 0
}
ui32 IBonusBearer::getMinDamage() const
{
std::stringstream cachingStr;
cachingStr << "type_" << Bonus::CREATURE_DAMAGE << "s_0Otype_" << Bonus::CREATURE_DAMAGE << "s_1";
return valOfBonuses(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1)), cachingStr.str());
}
ui32 IBonusBearer::getMaxDamage() const
{
std::stringstream cachingStr;
cachingStr << "type_" << Bonus::CREATURE_DAMAGE << "s_0Otype_" << Bonus::CREATURE_DAMAGE << "s_2";
return valOfBonuses(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2)), cachingStr.str());
}
si32 IBonusBearer::manaLimit() const
{
return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
* (100.0 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::INTELLIGENCE))
/ 10.0);
}
int IBonusBearer::getPrimSkillLevel(PrimarySkill::PrimarySkill 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);
vstd::amax(ret, id/2); //minimal value is 0 for attack and defense and 1 for spell power and knowledge
return ret;
}
si32 IBonusBearer::magicResistance() const
{
return valOfBonuses(Bonus::MAGIC_RESISTANCE);
}
ui32 IBonusBearer::Speed( int turn /*= 0*/ , bool useBind /* = false*/) const
{
//war machines cannot move
if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON).And(Selector::turns(turn))))
{
return 0;
}
//bind effect check - doesn't influence stack initiative
if (useBind && getEffect (SpellID::BIND))
{
return 0;
}
return valOfBonuses(Selector::type(Bonus::STACKS_SPEED).And(Selector::turns(turn)));
}
bool IBonusBearer::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation
{
std::stringstream cachingStr;
cachingStr << "type_" << Bonus::UNDEAD << "s_-1Otype_" << Bonus::NON_LIVING << "s_-11type_" << Bonus::SIEGE_WEAPON; //I don't really get what string labels mean?
return !hasBonus(Selector::type(Bonus::UNDEAD)
.Or(Selector::type(Bonus::NON_LIVING))
.Or(Selector::type(Bonus::SIEGE_WEAPON)), cachingStr.str());
}
const TBonusListPtr IBonusBearer::getSpellBonuses() const
{
std::stringstream cachingStr;
cachingStr << "!type_" << Bonus::NONE << "source_" << Bonus::SPELL_EFFECT;
CSelector selector = Selector::sourceType(Bonus::SPELL_EFFECT)
.And(CSelector([](const Bonus * b)->bool
{
return b->type != Bonus::NONE;
}));
return getBonuses(selector, Selector::anyRange(), cachingStr.str());
}
const Bonus * IBonusBearer::getEffect(ui16 id, int turn /*= 0*/) const
{
//TODO should check only local bonuses?
auto bonuses = getAllBonuses();
for(const Bonus *it : *bonuses)
{
if(it->source == Bonus::SPELL_EFFECT && it->sid == id)
{
if(!turn || it->turnsRemain > turn)
return &(*it);
}
}
return nullptr;
}
ui8 IBonusBearer::howManyEffectsSet(ui16 id) const
{
//TODO should check only local bonuses?
ui8 ret = 0;
auto bonuses = getAllBonuses();
for(const Bonus *it : *bonuses)
{
if(it->source == Bonus::SPELL_EFFECT && it->sid == id) //effect found
{
++ret;
}
}
return ret;
}
const TBonusListPtr IBonusBearer::getAllBonuses() const
{
auto matchAll= [] (const Bonus *) { return true; };
auto matchNone= [] (const Bonus *) { return true; };
return getAllBonuses(matchAll, matchNone);
}
const Bonus * IBonusBearer::getBonus(const CSelector &selector) const
{
auto bonuses = getAllBonuses();
return bonuses->getFirst(selector);
}
Bonus * CBonusSystemNode::getBonusLocalFirst(const CSelector &selector)
{
Bonus *ret = bonuses.getFirst(selector);
if(ret)
return ret;
FOREACH_PARENT(pname)
{
ret = pname->getBonusLocalFirst(selector);
if (ret)
return ret;
}
return nullptr;
}
const Bonus * CBonusSystemNode::getBonusLocalFirst( const CSelector &selector ) const
{
return (const_cast<CBonusSystemNode*>(this))->getBonusLocalFirst(selector);
}
void CBonusSystemNode::getParents(TCNodes &out) const /*retreives list of parent nodes (nodes to inherit bonuses from) */
{
for (auto & elem : parents)
{
const CBonusSystemNode *parent = elem;
out.insert(parent);
}
}
void CBonusSystemNode::getParents(TNodes &out)
{
for (auto & elem : parents)
{
const CBonusSystemNode *parent = elem;
out.insert(const_cast<CBonusSystemNode*>(parent));
}
}
void CBonusSystemNode::getBonusesRec(BonusList &out, const CSelector &selector, const CSelector &limit) const
{
FOREACH_CPARENT(p)
{
p->getBonusesRec(out, selector, limit);
}
bonuses.getBonuses(out, selector, limit);
}
void CBonusSystemNode::getAllBonusesRec(BonusList &out) const
{
FOREACH_CPARENT(p)
{
p->getAllBonusesRec(out);
}
bonuses.getAllBonuses(out);
}
const TBonusListPtr CBonusSystemNode::getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root /*= nullptr*/, const std::string &cachingStr /*= ""*/) const
{
bool limitOnUs = (!root || root == this); //caching won't work when we want to limit bonuses against an external node
if (CBonusSystemNode::cachingEnabled && limitOnUs)
{
// Exclusive access for one thread
static boost::mutex m;
boost::mutex::scoped_lock lock(m);
// If the bonus system tree changes(state of a single node or the relations to each other) then
// cache all bonus objects. Selector objects doesn't matter.
if (cachedLast != treeChanged)
{
cachedBonuses.clear();
cachedRequests.clear();
BonusList allBonuses;
getAllBonusesRec(allBonuses);
allBonuses.eliminateDuplicates();
limitBonuses(allBonuses, cachedBonuses);
cachedLast = treeChanged;
}
// If a bonus system request comes with a caching string then look up in the map if there are any
// pre-calculated bonus results. Limiters can't be cached so they have to be calculated.
if (cachingStr != "")
{
auto it = cachedRequests.find(cachingStr);
if(it != cachedRequests.end())
{
//Cached list contains bonuses for our query with applied limiters
return it->second;
}
}
//We still don't have the bonuses (didn't returned them from cache)
//Perform bonus selection
auto ret = std::make_shared<BonusList>();
cachedBonuses.getBonuses(*ret, selector, limit);
// Save the results in the cache
if(cachingStr != "")
cachedRequests[cachingStr] = ret;
return ret;
}
else
{
return getAllBonusesWithoutCaching(selector, limit, root);
}
}
const TBonusListPtr CBonusSystemNode::getAllBonusesWithoutCaching(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root /*= nullptr*/) const
{
auto ret = std::make_shared<BonusList>();
// Get bonus results without caching enabled.
BonusList beforeLimiting, afterLimiting;
getAllBonusesRec(beforeLimiting);
beforeLimiting.eliminateDuplicates();
if(!root || root == this)
{
limitBonuses(beforeLimiting, afterLimiting);
afterLimiting.getBonuses(*ret, selector, limit);
}
else if(root)
{
//We want to limit our query against an external node. We get all its bonuses,
// add the ones we're considering and see if they're cut out by limiters
BonusList rootBonuses, limitedRootBonuses;
getAllBonusesRec(rootBonuses);
for(Bonus *b : beforeLimiting)
rootBonuses.push_back(b);
rootBonuses.eliminateDuplicates();
root->limitBonuses(rootBonuses, limitedRootBonuses);
for(Bonus *b : beforeLimiting)
if(vstd::contains(limitedRootBonuses, b))
afterLimiting.push_back(b);
afterLimiting.getBonuses(*ret, selector, limit);
}
else
beforeLimiting.getBonuses(*ret, selector, limit);
return ret;
}
CBonusSystemNode::CBonusSystemNode() : bonuses(true), exportedBonuses(true), nodeType(UNKNOWN), cachedLast(0)
{
}
CBonusSystemNode::~CBonusSystemNode()
{
detachFromAll();
if(children.size())
{
logBonus->warnStream() << "Warning: an orphaned child!";
while(children.size())
children.front()->detachFrom(this);
}
for(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);
CBonusSystemNode::treeHasChanged();
}
void CBonusSystemNode::detachFrom(CBonusSystemNode *parent)
{
assert(vstd::contains(parents, parent));
if(parent->actsAsBonusSourceOnly())
parent->removedRedDescendant(this);
else
removedRedDescendant(parent);
parents -= parent;
parent->childDetached(this);
CBonusSystemNode::treeHasChanged();
}
void CBonusSystemNode::popBonuses(const CSelector &s)
{
BonusList bl;
exportedBonuses.getBonuses(bl, s);
for(Bonus *b : bl)
removeBonus(b);
for(CBonusSystemNode *child : children)
child->popBonuses(s);
}
void CBonusSystemNode::updateBonuses(const CSelector &s)
{
BonusList bl;
exportedBonuses.getBonuses(bl, s);
for(Bonus *b : bl)
{
b->turnsRemain--;
if(b->turnsRemain <= 0)
removeBonus(b);
}
for(CBonusSystemNode *child : children)
child->updateBonuses(s);
}
void CBonusSystemNode::addNewBonus(Bonus *b)
{
//turnsRemain shouldn't be zero for following durations
if(Bonus::NTurns(b) || Bonus::NDays(b) || Bonus::OneWeek(b))
{
assert(b->turnsRemain);
}
assert(!vstd::contains(exportedBonuses,b));
exportedBonuses.push_back(b);
exportBonus(b);
CBonusSystemNode::treeHasChanged();
}
void CBonusSystemNode::accumulateBonus(Bonus &b)
{
Bonus *bonus = exportedBonuses.getFirst(Selector::typeSubtype(b.type, b.subtype)); //only local bonuses are interesting //TODO: what about value type?
if(bonus)
bonus->val += b.val;
else
addNewBonus(new Bonus(b)); //duplicate needed, original may get destroyed
}
void CBonusSystemNode::removeBonus(Bonus *b)
{
exportedBonuses -= b;
if(b->propagator)
unpropagateBonus(b);
else
bonuses -= b;
vstd::clear_pointer(b);
CBonusSystemNode::treeHasChanged();
}
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("#$# " << b->Description() << " #propagated to# " << nodeName());
}
FOREACH_RED_CHILD(child)
child->propagateBonus(b);
}
void CBonusSystemNode::unpropagateBonus(Bonus * b)
{
if(b->propagator->shouldBeAttached(this))
{
bonuses -= b;
while(vstd::contains(bonuses, b))
{
logBonus->errorStream() << "Bonus was duplicated (" << b->Description() << ") at " << nodeName();
bonuses -= b;
}
BONUS_LOG_LINE("#$#" << 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)
{
if (vstd::contains(children, child))
children -= child;
else
{
logBonus->errorStream() << std::string("Error!" + child->nodeName() + " #cannot be detached from# " + nodeName());
assert(0);
}
}
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()
{
exportBonuses();
}
void CBonusSystemNode::getRedParents(TNodes &out)
{
FOREACH_PARENT(pname)
{
if(pname->actsAsBonusSourceOnly())
{
out.insert(pname);
}
}
if(!actsAsBonusSourceOnly())
{
for(CBonusSystemNode *child : children)
{
out.insert(child);
}
}
}
void CBonusSystemNode::getRedChildren(TNodes &out)
{
FOREACH_PARENT(pname)
{
if(!pname->actsAsBonusSourceOnly())
{
out.insert(pname);
}
}
if(actsAsBonusSourceOnly())
{
for(CBonusSystemNode *child : children)
{
out.insert(child);
}
}
}
void CBonusSystemNode::newRedDescendant(CBonusSystemNode *descendant)
{
for(Bonus *b : exportedBonuses)
if(b->propagator)
descendant->propagateBonus(b);
FOREACH_RED_PARENT(parent)
parent->newRedDescendant(descendant);
}
void CBonusSystemNode::removedRedDescendant(CBonusSystemNode *descendant)
{
for(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()
{
updateBonuses(Bonus::NTurns);
}
void CBonusSystemNode::exportBonus(Bonus * b)
{
if(b->propagator)
propagateBonus(b);
else
bonuses.push_back(b);
CBonusSystemNode::treeHasChanged();
}
void CBonusSystemNode::exportBonuses()
{
for(Bonus *b : exportedBonuses)
exportBonus(b);
}
CBonusSystemNode::ENodeTypes CBonusSystemNode::getNodeType() const
{
return nodeType;
}
const BonusList& CBonusSystemNode::getBonusList() const
{
return bonuses;
}
const TNodesVector& CBonusSystemNode::getParentNodes() const
{
return parents;
}
const TNodesVector& CBonusSystemNode::getChildrenNodes() const
{
return children;
}
void CBonusSystemNode::setNodeType(CBonusSystemNode::ENodeTypes type)
{
nodeType = type;
}
BonusList& CBonusSystemNode::getExportedBonusList()
{
return exportedBonuses;
}
const std::string& CBonusSystemNode::getDescription() const
{
return description;
}
void CBonusSystemNode::setDescription(const std::string &description)
{
this->description = description;
}
void CBonusSystemNode::limitBonuses(const BonusList &allBonuses, BonusList &out) const
{
assert(&allBonuses != &out); //todo should it work in-place?
BonusList undecided = allBonuses,
&accepted = out;
while(true)
{
int undecidedCount = undecided.size();
for(int i = 0; i < undecided.size(); i++)
{
Bonus *b = undecided[i];
BonusLimitationContext context = {b, *this, out};
int decision = b->limiter ? b->limiter->limit(context) : ILimiter::ACCEPT; //bonuses without limiters will be accepted by default
if(decision == ILimiter::DISCARD)
{
undecided.erase(i);
i--; continue;
}
else if(decision == ILimiter::ACCEPT)
{
accepted.push_back(b);
undecided.erase(i);
i--; continue;
}
else
assert(decision == ILimiter::NOT_SURE);
}
if(undecided.size() == undecidedCount) //we haven't moved a single bonus -> limiters reached a stable state
return;
}
}
TBonusListPtr CBonusSystemNode::limitBonuses(const BonusList &allBonuses) const
{
auto ret = std::make_shared<BonusList>();
limitBonuses(allBonuses, *ret);
return ret;
}
void CBonusSystemNode::treeHasChanged()
{
treeChanged++;
}
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;
}
int NBonus::getCount(const CBonusSystemNode *obj, Bonus::BonusSource from, int id)
{
if(obj)
return obj->getBonusesCount(from, id);
return 0;
}
const CSpell * Bonus::sourceSpell() const
{
if(source == SPELL_EFFECT)
return SpellID(sid).toSpell();
return nullptr;
}
std::string Bonus::Description() const
{
std::ostringstream str;
if(description.empty())
switch(source)
{
case ARTIFACT:
str << VLC->arth->artifacts[sid]->Name();
break;;
case SPELL_EFFECT:
str << SpellID(sid).toSpell()->name;
break;
case CREATURE_ABILITY:
str << VLC->creh->creatures[sid]->namePl;
break;
case SECONDARY_SKILL:
str << VLC->generaltexth->skillName[sid]/* << " secondary skill"*/;
break;
default:
//todo: handle all possible sources
str << "Unknown";
break;
}
else
str << description;
if(val != 0)
str << " " << std::showpos << val;
return str.str();
}
Bonus::Bonus(ui16 Dur, BonusType Type, BonusSource 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, BonusType Type, BonusSource Src, si32 Val, ui32 ID, si32 Subtype/*=-1*/, ValueType 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()
{
duration = PERMANENT;
turnsRemain = 0;
type = NONE;
subtype = -1;
additionalInfo = -1;
valType = ADDITIVE_VALUE;
effectRange = NO_LIMIT;
val = 0;
source = OTHER;
sid = 0;
}
Bonus::~Bonus()
{
}
Bonus * Bonus::addPropagator(TPropagatorPtr Propagator)
{
propagator = Propagator;
return this;
}
namespace Selector
{
DLL_LINKAGE CSelectFieldEqual<Bonus::BonusType> type(&Bonus::type);
DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> subtype(&Bonus::subtype);
DLL_LINKAGE CSelectFieldEqual<si32> info(&Bonus::additionalInfo);
DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> sourceType(&Bonus::source);
DLL_LINKAGE CSelectFieldEqual<Bonus::LimitEffect> effectRange(&Bonus::effectRange);
DLL_LINKAGE CWillLastTurns turns;
DLL_LINKAGE CWillLastDays days;
DLL_LINKAGE CSelectFieldAny<Bonus::LimitEffect> anyRange(&Bonus::effectRange);
CSelector DLL_LINKAGE typeSubtype(Bonus::BonusType Type, TBonusSubtype Subtype)
{
return type(Type).And(subtype(Subtype));
}
CSelector DLL_LINKAGE typeSubtypeInfo(Bonus::BonusType type, TBonusSubtype subtype, si32 info)
{
return CSelectFieldEqual<Bonus::BonusType>(&Bonus::type)(type)
.And(CSelectFieldEqual<TBonusSubtype>(&Bonus::subtype)(subtype))
.And(CSelectFieldEqual<si32>(&Bonus::additionalInfo)(info));
}
CSelector DLL_LINKAGE source(Bonus::BonusSource source, ui32 sourceID)
{
return CSelectFieldEqual<Bonus::BonusSource>(&Bonus::source)(source)
.And(CSelectFieldEqual<ui32>(&Bonus::sid)(sourceID));
}
CSelector DLL_LINKAGE sourceTypeSel(Bonus::BonusSource source)
{
return CSelectFieldEqual<Bonus::BonusSource>(&Bonus::source)(source);
}
bool DLL_LINKAGE matchesType(const CSelector &sel, Bonus::BonusType type)
{
Bonus dummy;
dummy.type = type;
return sel(&dummy);
}
bool DLL_LINKAGE matchesTypeSubtype(const CSelector &sel, Bonus::BonusType type, TBonusSubtype subtype)
{
Bonus dummy;
dummy.type = type;
dummy.subtype = subtype;
return sel(&dummy);
}
bool DLL_LINKAGE positiveSpellEffects(const Bonus *b)
{
if(b->source == Bonus::SPELL_EFFECT)
{
CSpell *sp = SpellID(b->sid).toSpell();
return sp->isPositive();
}
return false; //not a spell effect
}
}
const CStack * retreiveStackBattle(const CBonusSystemNode *node)
{
switch(node->getNodeType())
{
case CBonusSystemNode::STACK_BATTLE:
return static_cast<const CStack*>(node);
default:
return nullptr;
}
}
const CStackInstance * retreiveStackInstance(const CBonusSystemNode *node)
{
switch(node->getNodeType())
{
case CBonusSystemNode::STACK_INSTANCE:
return (static_cast<const CStackInstance *>(node));
case CBonusSystemNode::STACK_BATTLE:
return (static_cast<const CStack*>(node))->base;
default:
return nullptr;
}
}
const CCreature * retrieveCreature(const CBonusSystemNode *node)
{
switch(node->getNodeType())
{
case CBonusSystemNode::CREATURE:
return (static_cast<const CCreature *>(node));
default:
const CStackInstance *csi = retreiveStackInstance(node);
if(csi)
return csi->type;
return nullptr;
}
}
DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const BonusList &bonusList)
{
for (ui32 i = 0; i < bonusList.size(); i++)
{
Bonus *b = bonusList[i];
out << "Bonus " << i << "\n" << *b << std::endl;
}
return out;
}
DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const Bonus &bonus)
{
for(auto i = bonusNameMap.cbegin(); i != bonusNameMap.cend(); 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;
}
Bonus * Bonus::addLimiter(TLimiterPtr Limiter)
{
if (limiter)
{
//If we already have limiter list, retrieve it
auto limiterList = std::dynamic_pointer_cast<LimiterList>(limiter);
if(!limiterList)
{
//Create a new limiter list with old limiter and the new one will be pushed later
limiterList = std::make_shared<LimiterList>();
limiterList->add(limiter);
limiter = limiterList;
}
limiterList->add(Limiter);
}
else
{
limiter = Limiter;
}
return this;
}
ILimiter::~ILimiter()
{
}
int ILimiter::limit(const BonusLimitationContext &context) const /*return true to drop the bonus */
{
return false;
}
int CCreatureTypeLimiter::limit(const BonusLimitationContext &context) const
{
const CCreature *c = retrieveCreature(&context.node);
if(!c)
return true;
return c != creature && (!includeUpgrades || !creature->isMyUpgrade(c));
//drop bonus if it's not our creature and (we don`t check upgrades or its not our upgrade)
}
CCreatureTypeLimiter::CCreatureTypeLimiter(const CCreature &Creature, bool IncludeUpgrades /*= true*/)
:creature(&Creature), includeUpgrades(IncludeUpgrades)
{
}
CCreatureTypeLimiter::CCreatureTypeLimiter()
{
creature = nullptr;
includeUpgrades = false;
}
void CCreatureTypeLimiter::setCreature (CreatureID id)
{
creature = VLC->creh->creatures[id];
}
HasAnotherBonusLimiter::HasAnotherBonusLimiter( Bonus::BonusType bonus )
: type(bonus), subtype(0), isSubtypeRelevant(false)
{
}
HasAnotherBonusLimiter::HasAnotherBonusLimiter( Bonus::BonusType bonus, TBonusSubtype _subtype )
: type(bonus), subtype(_subtype), isSubtypeRelevant(true)
{
}
int HasAnotherBonusLimiter::limit(const BonusLimitationContext &context) const
{
CSelector mySelector = isSubtypeRelevant
? Selector::typeSubtype(type, subtype)
: Selector::type(type);
//if we have a bonus of required type accepted, limiter should accept also this bonus
if(context.alreadyAccepted.getFirst(mySelector))
return ACCEPT;
//do not accept for now but it may change if more bonuses gets included
return NOT_SURE;
}
IPropagator::~IPropagator()
{
}
// CBonusSystemNode * IPropagator::getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild)
// {
// return source;
// }
bool IPropagator::shouldBeAttached(CBonusSystemNode *dest)
{
return false;
}
// CBonusSystemNode * CPropagatorNodeType::getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild)
// {
// return nullptr;
// }
CPropagatorNodeType::CPropagatorNodeType()
{
}
CPropagatorNodeType::CPropagatorNodeType(int NodeType)
: nodeType(NodeType)
{
}
bool CPropagatorNodeType::shouldBeAttached(CBonusSystemNode *dest)
{
return nodeType == dest->getNodeType();
}
CreatureNativeTerrainLimiter::CreatureNativeTerrainLimiter(int TerrainType)
: terrainType(TerrainType)
{
}
CreatureNativeTerrainLimiter::CreatureNativeTerrainLimiter()
{
}
int CreatureNativeTerrainLimiter::limit(const BonusLimitationContext &context) const
{
const CCreature *c = retrieveCreature(&context.node);
return !c || !c->isItNativeTerrain(terrainType); //drop bonus for non-creatures or non-native residents
//TODO neutral creatues
}
CreatureFactionLimiter::CreatureFactionLimiter(int Faction)
: faction(Faction)
{
}
CreatureFactionLimiter::CreatureFactionLimiter()
{
}
int CreatureFactionLimiter::limit(const BonusLimitationContext &context) const
{
const CCreature *c = retrieveCreature(&context.node);
return !c || c->faction != faction; //drop bonus for non-creatures or non-native residents
}
CreatureAlignmentLimiter::CreatureAlignmentLimiter()
{
}
CreatureAlignmentLimiter::CreatureAlignmentLimiter(si8 Alignment)
: alignment(Alignment)
{
}
int CreatureAlignmentLimiter::limit(const BonusLimitationContext &context) const
{
const CCreature *c = retrieveCreature(&context.node);
if(!c)
return true;
switch(alignment)
{
case EAlignment::GOOD:
return !c->isGood(); //if not good -> return true (drop bonus)
case EAlignment::NEUTRAL:
return c->isEvil() || c->isGood();
case EAlignment::EVIL:
return !c->isEvil();
default:
logBonus->warnStream() << "Warning: illegal alignment in limiter!";
return true;
}
}
RankRangeLimiter::RankRangeLimiter(ui8 Min, ui8 Max)
:minRank(Min), maxRank(Max)
{
}
RankRangeLimiter::RankRangeLimiter()
{
minRank = maxRank = -1;
}
int RankRangeLimiter::limit(const BonusLimitationContext &context) const
{
const CStackInstance *csi = retreiveStackInstance(&context.node);
if(csi)
{
if (csi->getNodeType() == CBonusSystemNode::COMMANDER) //no stack exp bonuses for commander creatures
return true;
return csi->getExpRank() < minRank || csi->getExpRank() > maxRank;
}
return true;
}
int StackOwnerLimiter::limit(const BonusLimitationContext &context) const
{
const CStack *s = retreiveStackBattle(&context.node);
if(s)
return s->owner != owner;
const CStackInstance *csi = retreiveStackInstance(&context.node);
if(csi && csi->armyObj)
return csi->armyObj->tempOwner != owner;
return true;
}
StackOwnerLimiter::StackOwnerLimiter()
: owner(-1)
{
}
StackOwnerLimiter::StackOwnerLimiter(PlayerColor Owner)
: owner(Owner)
{
}
// int Bonus::limit(const BonusLimitationContext &context) const
// 1162 {
// 1163 if (limiter)
// 1164 return limiter->callNext(context);
// 1165 else
// 1166 return ILimiter::ACCEPT; //accept if there's no limiter
// 1167 }
//1168
int LimiterList::limit( const BonusLimitationContext &context ) const
{
bool wasntSure = false;
for(auto limiter : limiters)
{
auto result = limiter->limit(context);
if(result == ILimiter::DISCARD)
return result;
if(result == ILimiter::NOT_SURE)
wasntSure = true;
}
return wasntSure ? ILimiter::NOT_SURE : ILimiter::ACCEPT;
}
void LimiterList::add( TLimiterPtr limiter )
{
limiters.push_back(limiter);
}