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vcmi/lib/HeroBonus.h
Konstantin 7e9a15c20b vcmi: add PERCENT_TO_TARGET_SOURCE value type
It will break saves!!!

Added a new value type to bonuses which allows to add percentage
only to one foreign bonus source, for example, to add percentage to all
bonuses from secondary skills from hero special.
2023-03-16 16:46:41 +03:00

1309 lines
49 KiB
C++

/*
* HeroBonus.h, 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
*
*/
#pragma once
#include "GameConstants.h"
#include "JsonNode.h"
VCMI_LIB_NAMESPACE_BEGIN
class CCreature;
struct Bonus;
class IBonusBearer;
class CBonusSystemNode;
class ILimiter;
class IPropagator;
class IUpdater;
class BonusList;
typedef std::shared_ptr<BonusList> TBonusListPtr;
typedef std::shared_ptr<const BonusList> TConstBonusListPtr;
typedef std::shared_ptr<ILimiter> TLimiterPtr;
typedef std::shared_ptr<IPropagator> TPropagatorPtr;
typedef std::shared_ptr<IUpdater> TUpdaterPtr;
typedef std::set<CBonusSystemNode*> TNodes;
typedef std::set<const CBonusSystemNode*> TCNodes;
typedef std::vector<CBonusSystemNode *> TNodesVector;
class CSelector : std::function<bool(const Bonus*)>
{
typedef std::function<bool(const Bonus*)> TBase;
public:
CSelector() {}
template<typename T>
CSelector(const T &t, //SFINAE trick -> include this c-tor in overload resolution only if parameter is class
//(includes functors, lambdas) or function. Without that VC is going mad about ambiguities.
typename std::enable_if < boost::mpl::or_ < std::is_class<T>, std::is_function<T >> ::value>::type *dummy = nullptr)
: TBase(t)
{}
CSelector(std::nullptr_t)
{}
CSelector And(CSelector rhs) const
{
//lambda may likely outlive "this" (it can be even a temporary) => we copy the OBJECT (not pointer)
auto thisCopy = *this;
return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) && rhs(b); };
}
CSelector Or(CSelector rhs) const
{
auto thisCopy = *this;
return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) || rhs(b); };
}
CSelector Not() const
{
auto thisCopy = *this;
return [thisCopy](const Bonus *b) mutable { return !thisCopy(b); };
}
bool operator()(const Bonus *b) const
{
return TBase::operator()(b);
}
operator bool() const
{
return !!static_cast<const TBase&>(*this);
}
};
class DLL_LINKAGE CBonusProxy
{
public:
CBonusProxy(const IBonusBearer * Target, CSelector Selector);
CBonusProxy(const CBonusProxy & other);
CBonusProxy(CBonusProxy && other);
CBonusProxy & operator=(CBonusProxy && other);
CBonusProxy & operator=(const CBonusProxy & other);
const BonusList * operator->() const;
TConstBonusListPtr getBonusList() const;
protected:
CSelector selector;
const IBonusBearer * target;
mutable int64_t bonusListCachedLast;
mutable TConstBonusListPtr bonusList[2];
mutable int currentBonusListIndex;
mutable boost::mutex swapGuard;
void swapBonusList(TConstBonusListPtr other) const;
};
class DLL_LINKAGE CTotalsProxy : public CBonusProxy
{
public:
CTotalsProxy(const IBonusBearer * Target, CSelector Selector, int InitialValue);
CTotalsProxy(const CTotalsProxy & other);
CTotalsProxy(CTotalsProxy && other) = delete;
CTotalsProxy & operator=(const CTotalsProxy & other);
CTotalsProxy & operator=(CTotalsProxy && other) = delete;
int getMeleeValue() const;
int getRangedValue() const;
int getValue() const;
/**
Returns total value of all selected bonuses and sets bonusList as a pointer to the list of selected bonuses
@param bonusList is the out list of all selected bonuses
@return total value of all selected bonuses and 0 otherwise
*/
int getValueAndList(TConstBonusListPtr & bonusList) const;
private:
int initialValue;
mutable int64_t valueCachedLast;
mutable int value;
mutable int64_t meleeCachedLast;
mutable int meleeValue;
mutable int64_t rangedCachedLast;
mutable int rangedValue;
};
class DLL_LINKAGE CCheckProxy
{
public:
CCheckProxy(const IBonusBearer * Target, CSelector Selector);
CCheckProxy(const CCheckProxy & other);
CCheckProxy& operator= (const CCheckProxy & other) = default;
bool getHasBonus() const;
private:
const IBonusBearer * target;
CSelector selector;
mutable int64_t cachedLast;
mutable bool hasBonus;
};
class DLL_LINKAGE CAddInfo : public std::vector<si32>
{
public:
enum { NONE = -1 };
CAddInfo();
CAddInfo(si32 value);
bool operator==(si32 value) const;
bool operator!=(si32 value) const;
si32 & operator[](size_type pos);
si32 operator[](size_type pos) const;
std::string toString() const;
JsonNode toJsonNode() const;
};
#define BONUS_TREE_DESERIALIZATION_FIX if(!h.saving && h.smartPointerSerialization) deserializationFix();
#define BONUS_LIST \
BONUS_NAME(NONE) \
BONUS_NAME(LEVEL_COUNTER) /* for commander artifacts*/ \
BONUS_NAME(MOVEMENT) /*both water/land*/ \
BONUS_NAME(LAND_MOVEMENT) \
BONUS_NAME(SEA_MOVEMENT) \
BONUS_NAME(MORALE) \
BONUS_NAME(LUCK) \
BONUS_NAME(PRIMARY_SKILL) /*uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance*/ \
BONUS_NAME(SIGHT_RADIOUS) /*the correct word is RADIUS, but this one's already used in mods */\
BONUS_NAME(MANA_REGENERATION) /*points per turn apart from normal (1 + mysticism)*/ \
BONUS_NAME(FULL_MANA_REGENERATION) /*all mana points are replenished every day*/ \
BONUS_NAME(NONEVIL_ALIGNMENT_MIX) /*good and neutral creatures can be mixed without morale penalty*/ \
BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \
BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \
BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - subtracted to this part*/ \
BONUS_NAME(FLYING_MOVEMENT) /*value - penalty percentage*/ \
BONUS_NAME(SPELL_DURATION) \
BONUS_NAME(AIR_SPELL_DMG_PREMY) \
BONUS_NAME(EARTH_SPELL_DMG_PREMY) \
BONUS_NAME(FIRE_SPELL_DMG_PREMY) \
BONUS_NAME(WATER_SPELL_DMG_PREMY) \
BONUS_NAME(WATER_WALKING) /*value - penalty percentage*/ \
BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
BONUS_NAME(STACK_HEALTH) \
BONUS_NAME(BLOCK_MORALE) \
BONUS_NAME(BLOCK_LUCK) \
BONUS_NAME(FIRE_SPELLS) \
BONUS_NAME(AIR_SPELLS) \
BONUS_NAME(WATER_SPELLS) \
BONUS_NAME(EARTH_SPELLS) \
BONUS_NAME(GENERATE_RESOURCE) /*daily value, uses subtype (resource type)*/ \
BONUS_NAME(CREATURE_GROWTH) /*for legion artifacts: value - week growth bonus, subtype - monster level if aplicable*/ \
BONUS_NAME(WHIRLPOOL_PROTECTION) /*hero won't lose army when teleporting through whirlpool*/ \
BONUS_NAME(SPELL) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \
BONUS_NAME(SPELLS_OF_LEVEL) /*hero knows all spells of given level, val - skill level; subtype - level*/ \
BONUS_NAME(BATTLE_NO_FLEEING) /*for shackles of war*/ \
BONUS_NAME(MAGIC_SCHOOL_SKILL) /* //eg. for magic plains terrain, subtype: school of magic (0 - all, 1 - fire, 2 - air, 4 - water, 8 - earth), value - level*/ \
BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
BONUS_NAME(IMPROVED_NECROMANCY) /* raise more powerful creatures: subtype - creature type raised, addInfo - [required necromancy level, required stack level] */ \
BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \
BONUS_NAME(NO_TYPE) \
BONUS_NAME(FLYING) \
BONUS_NAME(SHOOTER) \
BONUS_NAME(CHARGE_IMMUNITY) \
BONUS_NAME(ADDITIONAL_ATTACK) \
BONUS_NAME(UNLIMITED_RETALIATIONS) \
BONUS_NAME(NO_MELEE_PENALTY) \
BONUS_NAME(JOUSTING) /*for champions*/ \
BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature, val - damage bonus percent */ \
BONUS_NAME(KING1) \
BONUS_NAME(KING2) \
BONUS_NAME(KING3) \
BONUS_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \
BONUS_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \
BONUS_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \
BONUS_NAME(SPELL_AFTER_ATTACK) /* subtype - spell id, value - chance %, addInfo[0] - level, addInfo[1] -> [0 - all attacks, 1 - shot only, 2 - melee only] */ \
BONUS_NAME(SPELL_BEFORE_ATTACK) /* subtype - spell id, value - chance %, addInfo[0] - level, addInfo[1] -> [0 - all attacks, 1 - shot only, 2 - melee only] */ \
BONUS_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \
BONUS_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus */ \
BONUS_NAME(BLOCK_MAGIC_ABOVE) /*blocks casting spells of the level > value */ \
BONUS_NAME(BLOCK_ALL_MAGIC) /*blocks casting spells*/ \
BONUS_NAME(TWO_HEX_ATTACK_BREATH) /*eg. dragons*/ \
BONUS_NAME(SPELL_DAMAGE_REDUCTION) /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/ \
BONUS_NAME(NO_WALL_PENALTY) \
BONUS_NAME(NON_LIVING) /*eg. golems, cannot be rised or healed, only neutral morale */ \
BONUS_NAME(RANDOM_SPELLCASTER) /*eg. master genie, val - level*/ \
BONUS_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \
BONUS_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \
BONUS_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \
BONUS_NAME(SPELL_LIKE_ATTACK) /*subtype - spell, value - spell level; range is taken from spell, but damage from creature; eg. magog*/ \
BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \
BONUS_NAME(GENERAL_DAMAGE_PREMY) \
BONUS_NAME(FIRE_IMMUNITY) /*subtype 0 - all, 1 - all except positive, 2 - only damage spells*/ \
BONUS_NAME(WATER_IMMUNITY) \
BONUS_NAME(EARTH_IMMUNITY) \
BONUS_NAME(AIR_IMMUNITY) \
BONUS_NAME(MIND_IMMUNITY) \
BONUS_NAME(FIRE_SHIELD) \
BONUS_NAME(UNDEAD) \
BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
BONUS_NAME(LIFE_DRAIN) \
BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
BONUS_NAME(RETURN_AFTER_STRIKE) \
BONUS_NAME(SELF_MORALE) /*eg. minotaur*/ \
BONUS_NAME(SPELLCASTER) /*subtype - spell id, value - level of school, additional info - weighted chance. use SPECIFIC_SPELL_POWER, CREATURE_SPELL_POWER or CREATURE_ENCHANT_POWER for calculating the power*/ \
BONUS_NAME(CATAPULT) \
BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %,// subtype not used, use ONLY_MELEE_FIGHT / DISTANCE_FIGHT*/ \
BONUS_NAME(DEFENSIVE_STANCE) /* val - bonus to defense while defending */ \
BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \
BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \
BONUS_NAME(FEAR) \
BONUS_NAME(FEARLESS) \
BONUS_NAME(NO_DISTANCE_PENALTY) \
BONUS_NAME(SELF_LUCK) /*halfling*/ \
BONUS_NAME(ENCHANTER)/* for Enchanter spells, val - skill level, subtype - spell id, additionalInfo - cooldown */ \
BONUS_NAME(HEALER) \
BONUS_NAME(SIEGE_WEAPON) \
BONUS_NAME(HYPNOTIZED) \
BONUS_NAME(NO_RETALIATION) /*temporary bonus for basilisk, unicorn and scorpicore paralyze*/\
BONUS_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \
BONUS_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \
BONUS_NAME(ALWAYS_MINIMUM_DAMAGE) /*unit does its minimum damage from range; subtype: -1 - any attack, 0 - melee, 1 - ranged, value: additional damage penalty (it'll subtracted from dmg), additional info - multiplicative anti-bonus for dmg in % [eg 20 means that creature will inflict 80% of normal minimal dmg]*/ \
BONUS_NAME(ALWAYS_MAXIMUM_DAMAGE) /*eg. bless effect, subtype: -1 - any attack, 0 - melee, 1 - ranged, value: additional damage, additional info - multiplicative bonus for dmg in %*/ \
BONUS_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \
BONUS_NAME(IN_FRENZY) /*value - level*/ \
BONUS_NAME(SLAYER) /*value - level*/ \
BONUS_NAME(FORGETFULL) /*forgetfulness spell effect, value - level*/ \
BONUS_NAME(NOT_ACTIVE) /* subtype - spell ID (paralyze, blind, stone gaze) for graphical effect*/ \
BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \
BONUS_NAME(DARKNESS) /*val = radius */ \
BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*subtype = id, val = value per level in percent*/ \
BONUS_NAME(SPECIAL_SPELL_LEV) /*subtype = id, val = value per level in percent*/\
BONUS_NAME(SPELL_DAMAGE) /*val = value*/\
BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
BONUS_NAME(MAXED_SPELL) /*val = id. deprecated in favour of SPECIAL_FIXED_VALUE_ENCHANT*/\
BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
BONUS_NAME(SPECIAL_UPGRADE) /*subtype = base, additionalInfo = target */\
BONUS_NAME(DRAGON_NATURE) \
BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\
BONUS_NAME(EXP_MULTIPLIER)/* val - percent of additional exp gained by stack/commander (base value 100)*/\
BONUS_NAME(SHOTS)\
BONUS_NAME(DEATH_STARE) /*subtype 0 - gorgon, 1 - commander*/\
BONUS_NAME(POISON) /*val - max health penalty from poison possible*/\
BONUS_NAME(BIND_EFFECT) /*doesn't do anything particular, works as a marker)*/\
BONUS_NAME(ACID_BREATH) /*additional val damage per creature after attack, additional info - chance in percent*/\
BONUS_NAME(RECEPTIVE) /*accepts friendly spells even with immunity*/\
BONUS_NAME(DIRECT_DAMAGE_IMMUNITY) /*direct damage spells, that is*/\
BONUS_NAME(CASTS) /*how many times creature can cast activated spell*/ \
BONUS_NAME(SPECIFIC_SPELL_POWER) /* value used for Thunderbolt and Resurrection cast by units, subtype - spell id */\
BONUS_NAME(CREATURE_SPELL_POWER) /* value per unit, divided by 100 (so faerie Dragons have 800)*/ \
BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells cast by creature */ \
BONUS_NAME(ENCHANTED) /* permanently enchanted with spell subID of level = val, if val > 3 then spell is mass and has level of val-3*/ \
BONUS_NAME(REBIRTH) /* val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) */\
BONUS_NAME(ADDITIONAL_UNITS) /*val of units with id = subtype will be added to hero's army at the beginning of battle */\
BONUS_NAME(SPOILS_OF_WAR) /*val * 10^-6 * gained exp resources of subtype will be given to hero after battle*/\
BONUS_NAME(BLOCK)\
BONUS_NAME(DISGUISED) /* subtype - spell level */\
BONUS_NAME(VISIONS) /* subtype - spell level */\
BONUS_NAME(NO_TERRAIN_PENALTY) /* subtype - terrain type */\
BONUS_NAME(SOUL_STEAL) /*val - number of units gained per enemy killed, subtype = 0 - gained units survive after battle, 1 - they do not*/ \
BONUS_NAME(TRANSMUTATION) /*val - chance to trigger in %, subtype = 0 - resurrection based on HP, 1 - based on unit count, additional info - target creature ID (attacker default)*/\
BONUS_NAME(SUMMON_GUARDIANS) /*val - amount in % of stack count, subtype = creature ID*/\
BONUS_NAME(CATAPULT_EXTRA_SHOTS) /*val - number of additional shots, requires CATAPULT bonus to work*/\
BONUS_NAME(RANGED_RETALIATION) /*allows shooters to perform ranged retaliation*/\
BONUS_NAME(BLOCKS_RANGED_RETALIATION) /*disallows ranged retaliation for shooter unit, BLOCKS_RETALIATION bonus is for melee retaliation only*/\
BONUS_NAME(SECONDARY_SKILL_VAL2) /*for secondary skills that have multiple effects, like eagle eye (max level and chance)*/ \
BONUS_NAME(MANUAL_CONTROL) /* manually control warmachine with id = subtype, chance = val */ \
BONUS_NAME(WIDE_BREATH) /* initial desigh: dragon breath affecting multiple nearby hexes */\
BONUS_NAME(FIRST_STRIKE) /* first counterattack, then attack if possible */\
BONUS_NAME(SYNERGY_TARGET) /* dummy skill for alternative upgrades mod */\
BONUS_NAME(SHOOTS_ALL_ADJACENT) /* H4 Cyclops-like shoot (attacks all hexes neighboring with target) without spell-like mechanics */\
BONUS_NAME(BLOCK_MAGIC_BELOW) /*blocks casting spells of the level < value */ \
BONUS_NAME(DESTRUCTION) /*kills extra units after hit, subtype = 0 - kill percentage of units, 1 - kill amount, val = chance in percent to trigger, additional info - amount/percentage to kill*/ \
BONUS_NAME(SPECIAL_CRYSTAL_GENERATION) /*crystal dragon crystal generation*/ \
BONUS_NAME(NO_SPELLCAST_BY_DEFAULT) /*spellcast will not be default attack option for this creature*/ \
BONUS_NAME(GARGOYLE) /* gargoyle is special than NON_LIVING, cannot be rised or healed */ \
BONUS_NAME(SPECIAL_ADD_VALUE_ENCHANT) /*specialty spell like Aenin has, increased effect of spell, additionalInfo = value to add*/\
BONUS_NAME(SPECIAL_FIXED_VALUE_ENCHANT) /*specialty spell like Melody has, constant spell effect (i.e. 3 luck), additionalInfo = value to fix.*/\
BONUS_NAME(TOWN_MAGIC_WELL) /*one-time pseudo-bonus to implement Magic Well in the town*/\
BONUS_NAME(LIMITED_SHOOTING_RANGE) /*limits range of shooting creatures, doesn't adjust any other mechanics (half vs full damage etc). val - range in hexes, additional info - optional new range for broken arrow mechanic */\
/* end of list */
#define BONUS_SOURCE_LIST \
BONUS_SOURCE(ARTIFACT)\
BONUS_SOURCE(ARTIFACT_INSTANCE)\
BONUS_SOURCE(OBJECT)\
BONUS_SOURCE(CREATURE_ABILITY)\
BONUS_SOURCE(TERRAIN_NATIVE)\
BONUS_SOURCE(TERRAIN_OVERLAY)\
BONUS_SOURCE(SPELL_EFFECT)\
BONUS_SOURCE(TOWN_STRUCTURE)\
BONUS_SOURCE(HERO_BASE_SKILL)\
BONUS_SOURCE(SECONDARY_SKILL)\
BONUS_SOURCE(HERO_SPECIAL)\
BONUS_SOURCE(ARMY)\
BONUS_SOURCE(CAMPAIGN_BONUS)\
BONUS_SOURCE(SPECIAL_WEEK)\
BONUS_SOURCE(STACK_EXPERIENCE)\
BONUS_SOURCE(COMMANDER) /*TODO: consider using simply STACK_INSTANCE */\
BONUS_SOURCE(OTHER) /*used for defensive stance and default value of spell level limit*/
#define BONUS_VALUE_LIST \
BONUS_VALUE(ADDITIVE_VALUE)\
BONUS_VALUE(BASE_NUMBER)\
BONUS_VALUE(PERCENT_TO_ALL)\
BONUS_VALUE(PERCENT_TO_BASE)\
BONUS_VALUE(PERCENT_TO_SOURCE) /*Adds value only to bonuses with same source*/\
BONUS_VALUE(PERCENT_TO_TARGET_TYPE) /*Adds value only to bonuses with SourceType target*/\
BONUS_VALUE(INDEPENDENT_MAX) /*used for SPELL bonus */\
BONUS_VALUE(INDEPENDENT_MIN) //used for SECONDARY_SKILL_PREMY bonus
/// Struct for handling bonuses of several types. Can be transferred to any hero
struct DLL_LINKAGE Bonus : public std::enable_shared_from_this<Bonus>
{
enum { EVERY_TYPE = -1 };
enum BonusType
{
#define BONUS_NAME(x) x,
BONUS_LIST
#undef BONUS_NAME
};
enum BonusDuration //when bonus is automatically removed
{
PERMANENT = 1,
ONE_BATTLE = 2, //at the end of battle
ONE_DAY = 4, //at the end of day
ONE_WEEK = 8, //at the end of week (bonus lasts till the end of week, thats NOT 7 days
N_TURNS = 16, //used during battles, after battle bonus is always removed
N_DAYS = 32,
UNTIL_BEING_ATTACKED = 64, /*removed after attack and counterattacks are performed*/
UNTIL_ATTACK = 128, /*removed after attack and counterattacks are performed*/
STACK_GETS_TURN = 256, /*removed when stack gets its turn - used for defensive stance*/
COMMANDER_KILLED = 512
};
enum BonusSource
{
#define BONUS_SOURCE(x) x,
BONUS_SOURCE_LIST
#undef BONUS_SOURCE
NUM_BONUS_SOURCE /*This is a dummy value, which will be always last*/
};
enum LimitEffect
{
NO_LIMIT = 0,
ONLY_DISTANCE_FIGHT=1, ONLY_MELEE_FIGHT, //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only)
ONLY_ENEMY_ARMY
};
enum ValueType
{
#define BONUS_VALUE(x) x,
BONUS_VALUE_LIST
#undef BONUS_VALUE
};
ui16 duration; //uses BonusDuration values
si16 turnsRemain; //used if duration is N_TURNS, N_DAYS or ONE_WEEK
BonusType type; //uses BonusType values - says to what is this bonus - 1 byte
TBonusSubtype subtype; //-1 if not applicable - 4 bytes
BonusSource source;//source type" uses BonusSource values - what gave that bonus
BonusSource targetSourceType;//Bonuses of what origin this amplifies, uses BonusSource values. Needed for PERCENT_TO_TARGET_TYPE.
si32 val;
ui32 sid; //source id: id of object/artifact/spell
ValueType valType;
std::string stacking; // bonuses with the same stacking value don't stack (e.g. Angel/Archangel morale bonus)
CAddInfo additionalInfo;
LimitEffect effectRange; //if not NO_LIMIT, bonus will be omitted by default
TLimiterPtr limiter;
TPropagatorPtr propagator;
TUpdaterPtr updater;
TUpdaterPtr propagationUpdater;
std::string description;
Bonus(BonusDuration Duration, BonusType Type, BonusSource Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1);
Bonus(BonusDuration Duration, BonusType Type, BonusSource Src, si32 Val, ui32 ID, si32 Subtype=-1, ValueType ValType = ADDITIVE_VALUE);
Bonus();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & duration;
h & type;
h & subtype;
h & source;
h & val;
h & sid;
h & description;
h & additionalInfo;
h & turnsRemain;
h & valType;
h & stacking;
h & effectRange;
h & limiter;
h & propagator;
h & updater;
h & propagationUpdater;
h & targetSourceType;
}
template <typename Ptr>
static bool compareByAdditionalInfo(const Ptr& a, const Ptr& b)
{
return a->additionalInfo < b->additionalInfo;
}
static bool NDays(const Bonus *hb)
{
return hb->duration & Bonus::N_DAYS;
}
static bool NTurns(const Bonus *hb)
{
return hb->duration & Bonus::N_TURNS;
}
static bool OneDay(const Bonus *hb)
{
return hb->duration & Bonus::ONE_DAY;
}
static bool OneWeek(const Bonus *hb)
{
return hb->duration & Bonus::ONE_WEEK;
}
static bool OneBattle(const Bonus *hb)
{
return hb->duration & Bonus::ONE_BATTLE;
}
static bool Permanent(const Bonus *hb)
{
return hb->duration & Bonus::PERMANENT;
}
static bool UntilGetsTurn(const Bonus *hb)
{
return hb->duration & Bonus::STACK_GETS_TURN;
}
static bool UntilAttack(const Bonus *hb)
{
return hb->duration & Bonus::UNTIL_ATTACK;
}
static bool UntilBeingAttacked(const Bonus *hb)
{
return hb->duration & Bonus::UNTIL_BEING_ATTACKED;
}
static bool UntilCommanderKilled(const Bonus *hb)
{
return hb->duration & Bonus::COMMANDER_KILLED;
}
inline bool operator == (const BonusType & cf) const
{
return type == cf;
}
inline void operator += (const ui32 Val) //no return
{
val += Val;
}
STRONG_INLINE static ui32 getSid32(ui32 high, ui32 low)
{
return (high << 16) + low;
}
std::string Description(boost::optional<si32> customValue = {}) const;
JsonNode toJsonNode() const;
std::string nameForBonus() const; // generate suitable name for bonus - e.g. for storing in json struct
std::shared_ptr<Bonus> addLimiter(TLimiterPtr Limiter); //returns this for convenient chain-calls
std::shared_ptr<Bonus> addPropagator(TPropagatorPtr Propagator); //returns this for convenient chain-calls
std::shared_ptr<Bonus> addUpdater(TUpdaterPtr Updater); //returns this for convenient chain-calls
void updateOppositeBonuses();
};
DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
class DLL_LINKAGE BonusList
{
public:
typedef std::vector<std::shared_ptr<Bonus>> TInternalContainer;
private:
TInternalContainer bonuses;
bool belongsToTree;
void changed();
public:
typedef TInternalContainer::const_reference const_reference;
typedef TInternalContainer::value_type value_type;
typedef TInternalContainer::const_iterator const_iterator;
typedef TInternalContainer::iterator iterator;
BonusList(bool BelongsToTree = false);
BonusList(const BonusList &bonusList);
BonusList(BonusList && other);
BonusList& operator=(const BonusList &bonusList);
// wrapper functions of the STL vector container
TInternalContainer::size_type size() const { return bonuses.size(); }
void push_back(std::shared_ptr<Bonus> x);
TInternalContainer::iterator erase (const int position);
void clear();
bool empty() const { return bonuses.empty(); }
void resize(TInternalContainer::size_type sz, std::shared_ptr<Bonus> c = nullptr );
void reserve(TInternalContainer::size_type sz);
TInternalContainer::size_type capacity() const { return bonuses.capacity(); }
STRONG_INLINE std::shared_ptr<Bonus> &operator[] (TInternalContainer::size_type n) { return bonuses[n]; }
STRONG_INLINE const std::shared_ptr<Bonus> &operator[] (TInternalContainer::size_type n) const { return bonuses[n]; }
std::shared_ptr<Bonus> &back() { return bonuses.back(); }
std::shared_ptr<Bonus> &front() { return bonuses.front(); }
const std::shared_ptr<Bonus> &back() const { return bonuses.back(); }
const std::shared_ptr<Bonus> &front() const { return bonuses.front(); }
// There should be no non-const access to provide solid,robust bonus caching
TInternalContainer::const_iterator begin() const { return bonuses.begin(); }
TInternalContainer::const_iterator end() const { return bonuses.end(); }
TInternalContainer::size_type operator-=(std::shared_ptr<Bonus> const &i);
// BonusList functions
void stackBonuses();
int totalValue() const;
void getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const;
void getAllBonuses(BonusList &out) const;
void getBonuses(BonusList & out, const CSelector &selector) const;
//special find functions
std::shared_ptr<Bonus> getFirst(const CSelector &select);
std::shared_ptr<const Bonus> getFirst(const CSelector &select) const;
int valOfBonuses(const CSelector &select) const;
// conversion / output
JsonNode toJsonNode() const;
// remove_if implementation for STL vector types
template <class Predicate>
void remove_if(Predicate pred)
{
BonusList newList;
for (ui32 i = 0; i < bonuses.size(); i++)
{
auto b = bonuses[i];
if (!pred(b.get()))
newList.push_back(b);
}
bonuses.clear();
bonuses.resize(newList.size());
std::copy(newList.begin(), newList.end(), bonuses.begin());
}
template <class InputIterator>
void insert(const int position, InputIterator first, InputIterator last);
void insert(TInternalContainer::iterator position, TInternalContainer::size_type n, std::shared_ptr<Bonus> const &x);
template <typename Handler>
void serialize(Handler &h, const int version)
{
h & static_cast<TInternalContainer&>(bonuses);
}
// C++ for range support
auto begin () -> decltype (bonuses.begin())
{
return bonuses.begin();
}
auto end () -> decltype (bonuses.end())
{
return bonuses.end();
}
};
// Extensions for BOOST_FOREACH to enable iterating of BonusList objects
// Don't touch/call this functions
inline BonusList::iterator range_begin(BonusList & x)
{
return x.begin();
}
inline BonusList::iterator range_end(BonusList & x)
{
return x.end();
}
inline BonusList::const_iterator range_begin(BonusList const &x)
{
return x.begin();
}
inline BonusList::const_iterator range_end(BonusList const &x)
{
return x.end();
}
DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const BonusList &bonusList);
struct BonusLimitationContext
{
std::shared_ptr<const Bonus> b;
const CBonusSystemNode & node;
const BonusList & alreadyAccepted;
const BonusList & stillUndecided;
};
class DLL_LINKAGE ILimiter
{
public:
enum EDecision {ACCEPT, DISCARD, NOT_SURE};
virtual ~ILimiter();
virtual int limit(const BonusLimitationContext &context) const; //0 - accept bonus; 1 - drop bonus; 2 - delay (drops eventually)
virtual std::string toString() const;
virtual JsonNode toJsonNode() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
}
};
class DLL_LINKAGE IBonusBearer
{
private:
static CSelector anaffectedByMoraleSelector;
CCheckProxy anaffectedByMorale;
static CSelector moraleSelector;
CTotalsProxy moraleValue;
static CSelector luckSelector;
CTotalsProxy luckValue;
static CSelector selfMoraleSelector;
CCheckProxy selfMorale;
static CSelector selfLuckSelector;
CCheckProxy selfLuck;
public:
//new bonusing node interface
// * selector is predicate that tests if HeroBonus matches our criteria
// * root is node on which call was made (nullptr will be replaced with this)
//interface
IBonusBearer();
virtual ~IBonusBearer() = default;
virtual TConstBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const = 0;
int valOfBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
bool hasBonus(const CSelector &selector, const std::string &cachingStr = "") const;
bool hasBonus(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
TConstBonusListPtr getBonuses(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
TConstBonusListPtr getBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
std::shared_ptr<const Bonus> getBonus(const CSelector &selector) const; //returns any bonus visible on node that matches (or nullptr if none matches)
//legacy interface
int valOfBonuses(Bonus::BonusType type, const CSelector &selector) const;
int valOfBonuses(Bonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then anyt;
bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
bool hasBonusFrom(Bonus::BonusSource source, ui32 sourceID) const;
//various hlp functions for non-trivial values
//used for stacks and creatures only
virtual int getMinDamage(bool ranged) const;
virtual int getMaxDamage(bool ranged) const;
virtual int getAttack(bool ranged) const;
virtual int getDefense(bool ranged) const;
int MoraleVal() const; //range [-3, +3]
int LuckVal() const; //range [-3, +3]
/**
Returns total value of all morale bonuses and sets bonusList as a pointer to the list of selected bonuses.
@param bonusList is the out param it's list of all selected bonuses
@return total value of all morale in the range [-3, +3] and 0 otherwise
*/
int MoraleValAndBonusList(TConstBonusListPtr & bonusList) const;
int LuckValAndBonusList(TConstBonusListPtr & bonusList) const;
ui32 MaxHealth() const; //get max HP of stack with all modifiers
bool isLiving() const; //non-undead, non-non living or alive
virtual si32 magicResistance() const;
ui32 Speed(int turn = 0, bool useBind = false) const; //get speed of creature with all modificators
si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
int getPrimSkillLevel(PrimarySkill::PrimarySkill id) const;
virtual int64_t getTreeVersion() const = 0;
};
class DLL_LINKAGE CBonusSystemNode : public virtual IBonusBearer, public boost::noncopyable
{
public:
enum ENodeTypes
{
NONE = -1,
UNKNOWN, STACK_INSTANCE, STACK_BATTLE, SPECIALTY, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO, PLAYER, TEAM,
TOWN_AND_VISITOR, BATTLE, COMMANDER, GLOBAL_EFFECTS, ALL_CREATURES, TOWN
};
private:
BonusList bonuses; //wielded bonuses (local or up-propagated here)
BonusList exportedBonuses; //bonuses coming from this node (wielded or propagated away)
TNodesVector parents; //parents -> we inherit bonuses from them, we may attach our bonuses to them
TNodesVector children;
ENodeTypes nodeType;
std::string description;
bool isHypotheticNode;
static const bool cachingEnabled;
mutable BonusList cachedBonuses;
mutable int64_t cachedLast;
static std::atomic<int32_t> treeChanged;
// Setting a value to cachingStr before getting any bonuses caches the result for later requests.
// This string needs to be unique, that's why it has to be setted in the following manner:
// [property key]_[value] => only for selector
mutable std::map<std::string, TBonusListPtr > cachedRequests;
mutable boost::mutex sync;
void getAllBonusesRec(BonusList &out) const;
TConstBonusListPtr getAllBonusesWithoutCaching(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr) const;
std::shared_ptr<Bonus> getUpdatedBonus(const std::shared_ptr<Bonus> & b, const TUpdaterPtr updater) const;
public:
explicit CBonusSystemNode();
explicit CBonusSystemNode(bool isHypotetic);
explicit CBonusSystemNode(ENodeTypes NodeType);
CBonusSystemNode(CBonusSystemNode && other);
virtual ~CBonusSystemNode();
void limitBonuses(const BonusList &allBonuses, BonusList &out) const; //out will bo populed with bonuses that are not limited here
TBonusListPtr limitBonuses(const BonusList &allBonuses) const; //same as above, returns out by val for convienence
TConstBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const override;
void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from),
std::shared_ptr<const Bonus> getBonusLocalFirst(const CSelector & selector) const;
//non-const interface
void getParents(TNodes &out); //retrieves list of parent nodes (nodes to inherit bonuses from)
void getRedParents(TNodes &out); //retrieves list of red parent nodes (nodes bonuses propagate from)
void getRedAncestors(TNodes &out);
void getRedChildren(TNodes &out);
void getRedDescendants(TNodes &out);
void getAllParents(TCNodes & out) const;
static PlayerColor retrieveNodeOwner(const CBonusSystemNode * node);
std::shared_ptr<Bonus> getBonusLocalFirst(const CSelector & selector);
void attachTo(CBonusSystemNode & parent);
void detachFrom(CBonusSystemNode & parent);
void detachFromAll();
virtual void addNewBonus(const std::shared_ptr<Bonus>& b);
void accumulateBonus(const std::shared_ptr<Bonus>& b); //add value of bonus with same type/subtype or create new
void newChildAttached(CBonusSystemNode & child);
void childDetached(CBonusSystemNode & child);
void propagateBonus(std::shared_ptr<Bonus> b, const CBonusSystemNode & source);
void unpropagateBonus(std::shared_ptr<Bonus> b);
void removeBonus(const std::shared_ptr<Bonus>& b);
void removeBonuses(const CSelector & selector);
void removeBonusesRecursive(const CSelector & s);
void newRedDescendant(CBonusSystemNode & descendant); //propagation needed
void removedRedDescendant(CBonusSystemNode & descendant); //de-propagation needed
bool isIndependentNode() const; //node is independent when it has no parents nor children
bool actsAsBonusSourceOnly() const;
///updates count of remaining turns and removes outdated bonuses by selector
void reduceBonusDurations(const CSelector &s);
virtual std::string bonusToString(const std::shared_ptr<Bonus>& bonus, bool description) const {return "";}; //description or bonus name
virtual std::string nodeName() const;
virtual std::string nodeShortInfo() const;
bool isHypothetic() const { return isHypotheticNode; }
void deserializationFix();
void exportBonus(std::shared_ptr<Bonus> b);
void exportBonuses();
const BonusList &getBonusList() const;
BonusList & getExportedBonusList();
const BonusList & getExportedBonusList() const;
CBonusSystemNode::ENodeTypes getNodeType() const;
void setNodeType(CBonusSystemNode::ENodeTypes type);
const TNodesVector &getParentNodes() const;
const TNodesVector &getChildrenNodes() const;
const std::string &getDescription() const;
void setDescription(const std::string &description);
static void treeHasChanged();
int64_t getTreeVersion() const override;
virtual PlayerColor getOwner() const
{
return PlayerColor::NEUTRAL;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
// h & bonuses;
h & nodeType;
h & exportedBonuses;
h & description;
BONUS_TREE_DESERIALIZATION_FIX
//h & parents & children;
}
friend class CBonusProxy;
};
class DLL_LINKAGE IPropagator
{
public:
virtual ~IPropagator();
virtual bool shouldBeAttached(CBonusSystemNode *dest);
virtual CBonusSystemNode::ENodeTypes getPropagatorType() const;
template <typename Handler> void serialize(Handler &h, const int version)
{}
};
class DLL_LINKAGE CPropagatorNodeType : public IPropagator
{
CBonusSystemNode::ENodeTypes nodeType;
public:
CPropagatorNodeType();
CPropagatorNodeType(CBonusSystemNode::ENodeTypes NodeType);
bool shouldBeAttached(CBonusSystemNode *dest) override;
CBonusSystemNode::ENodeTypes getPropagatorType() const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & nodeType;
}
};
namespace NBonus
{
//set of methods that may be safely called with nullptr objs
DLL_LINKAGE int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any
DLL_LINKAGE bool hasOfType(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1);//determines if hero has a bonus of given type (and optionally subtype)
}
template<typename T>
class CSelectFieldEqual
{
T Bonus::*ptr;
public:
CSelectFieldEqual(T Bonus::*Ptr)
: ptr(Ptr)
{
}
CSelector operator()(const T &valueToCompareAgainst) const
{
auto ptr2 = ptr; //We need a COPY because we don't want to reference this (might be outlived by lambda)
return [ptr2, valueToCompareAgainst](const Bonus *bonus)
{
return bonus->*ptr2 == valueToCompareAgainst;
};
}
};
template<typename T> //can be same, needed for subtype field
class CSelectFieldEqualOrEvery
{
T Bonus::*ptr;
T val;
public:
CSelectFieldEqualOrEvery(T Bonus::*Ptr, const T &Val)
: ptr(Ptr), val(Val)
{
}
bool operator()(const Bonus *bonus) const
{
return (bonus->*ptr == val) || (bonus->*ptr == static_cast<T>(Bonus::EVERY_TYPE));
}
CSelectFieldEqualOrEvery& operator()(const T &setVal)
{
val = setVal;
return *this;
}
};
class DLL_LINKAGE CWillLastTurns
{
public:
int turnsRequested;
bool operator()(const Bonus *bonus) const
{
return turnsRequested <= 0 //every present effect will last zero (or "less") turns
|| !Bonus::NTurns(bonus) //so do every not expriing after N-turns effect
|| bonus->turnsRemain > turnsRequested;
}
CWillLastTurns& operator()(const int &setVal)
{
turnsRequested = setVal;
return *this;
}
};
class DLL_LINKAGE CWillLastDays
{
public:
int daysRequested;
bool operator()(const Bonus *bonus) const
{
if(daysRequested <= 0 || Bonus::Permanent(bonus) || Bonus::OneBattle(bonus))
return true;
else if(Bonus::OneDay(bonus))
return false;
else if(Bonus::NDays(bonus) || Bonus::OneWeek(bonus))
{
return bonus->turnsRemain > daysRequested;
}
return false; // TODO: ONE_WEEK need support for turnsRemain, but for now we'll exclude all unhandled durations
}
CWillLastDays& operator()(const int &setVal)
{
daysRequested = setVal;
return *this;
}
};
class DLL_LINKAGE AggregateLimiter : public ILimiter
{
protected:
std::vector<TLimiterPtr> limiters;
virtual const std::string & getAggregator() const = 0;
public:
void add(TLimiterPtr limiter);
JsonNode toJsonNode() const override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<ILimiter&>(*this);
h & limiters;
}
};
class DLL_LINKAGE AllOfLimiter : public AggregateLimiter
{
protected:
const std::string & getAggregator() const override;
public:
static const std::string aggregator;
int limit(const BonusLimitationContext & context) const override;
};
class DLL_LINKAGE AnyOfLimiter : public AggregateLimiter
{
protected:
const std::string & getAggregator() const override;
public:
static const std::string aggregator;
int limit(const BonusLimitationContext & context) const override;
};
class DLL_LINKAGE NoneOfLimiter : public AggregateLimiter
{
protected:
const std::string & getAggregator() const override;
public:
static const std::string aggregator;
int limit(const BonusLimitationContext & context) const override;
};
class DLL_LINKAGE CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
{
public:
const CCreature *creature;
bool includeUpgrades;
CCreatureTypeLimiter();
CCreatureTypeLimiter(const CCreature & creature_, bool IncludeUpgrades = true);
void setCreature (CreatureID id);
int limit(const BonusLimitationContext &context) const override;
virtual std::string toString() const override;
virtual JsonNode toJsonNode() const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<ILimiter&>(*this);
h & creature;
h & includeUpgrades;
}
};
class DLL_LINKAGE HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
{
public:
Bonus::BonusType type;
TBonusSubtype subtype;
bool isSubtypeRelevant; //check for subtype only if this is true
HasAnotherBonusLimiter(Bonus::BonusType bonus = Bonus::NONE);
HasAnotherBonusLimiter(Bonus::BonusType bonus, TBonusSubtype _subtype);
int limit(const BonusLimitationContext &context) const override;
virtual std::string toString() const override;
virtual JsonNode toJsonNode() const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<ILimiter&>(*this);
h & type;
h & subtype;
h & isSubtypeRelevant;
}
};
class DLL_LINKAGE CreatureTerrainLimiter : public ILimiter //applies only to creatures that are on specified terrain, default native terrain
{
public:
TerrainId terrainType;
CreatureTerrainLimiter();
CreatureTerrainLimiter(TerrainId terrain);
int limit(const BonusLimitationContext &context) const override;
virtual std::string toString() const override;
virtual JsonNode toJsonNode() const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<ILimiter&>(*this);
h & terrainType;
}
};
class DLL_LINKAGE CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction
{
public:
TFaction faction;
CreatureFactionLimiter();
CreatureFactionLimiter(TFaction faction);
int limit(const BonusLimitationContext &context) const override;
virtual std::string toString() const override;
virtual JsonNode toJsonNode() const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<ILimiter&>(*this);
h & faction;
}
};
class DLL_LINKAGE CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment
{
public:
si8 alignment;
CreatureAlignmentLimiter();
CreatureAlignmentLimiter(si8 Alignment);
int limit(const BonusLimitationContext &context) const override;
virtual std::string toString() const override;
virtual JsonNode toJsonNode() const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<ILimiter&>(*this);
h & alignment;
}
};
class DLL_LINKAGE StackOwnerLimiter : public ILimiter //applies only to creatures of given alignment
{
public:
PlayerColor owner;
StackOwnerLimiter();
StackOwnerLimiter(PlayerColor Owner);
int limit(const BonusLimitationContext &context) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<ILimiter&>(*this);
h & owner;
}
};
class DLL_LINKAGE OppositeSideLimiter : public ILimiter //applies only to creatures of enemy army during combat
{
public:
PlayerColor owner;
OppositeSideLimiter();
OppositeSideLimiter(PlayerColor Owner);
int limit(const BonusLimitationContext &context) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<ILimiter&>(*this);
h & owner;
}
};
class DLL_LINKAGE RankRangeLimiter : public ILimiter //applies to creatures with min <= Rank <= max
{
public:
ui8 minRank, maxRank;
RankRangeLimiter();
RankRangeLimiter(ui8 Min, ui8 Max = 255);
int limit(const BonusLimitationContext &context) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<ILimiter&>(*this);
h & minRank;
h & maxRank;
}
};
namespace Selector
{
extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusType> & type();
extern DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> & subtype();
extern DLL_LINKAGE CSelectFieldEqual<CAddInfo> & info();
extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> & sourceType();
extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> & targetSourceType();
extern DLL_LINKAGE CSelectFieldEqual<Bonus::LimitEffect> & effectRange();
extern DLL_LINKAGE CWillLastTurns turns;
extern DLL_LINKAGE CWillLastDays days;
CSelector DLL_LINKAGE typeSubtype(Bonus::BonusType Type, TBonusSubtype Subtype);
CSelector DLL_LINKAGE typeSubtypeInfo(Bonus::BonusType type, TBonusSubtype subtype, CAddInfo info);
CSelector DLL_LINKAGE source(Bonus::BonusSource source, ui32 sourceID);
CSelector DLL_LINKAGE sourceTypeSel(Bonus::BonusSource source);
CSelector DLL_LINKAGE valueType(Bonus::ValueType valType);
/**
* Selects all bonuses
* Usage example: Selector::all.And(<functor>).And(<functor>)...)
*/
extern DLL_LINKAGE CSelector all;
/**
* Selects nothing
* Usage example: Selector::none.Or(<functor>).Or(<functor>)...)
*/
extern DLL_LINKAGE CSelector none;
bool DLL_LINKAGE matchesType(const CSelector &sel, Bonus::BonusType type);
bool DLL_LINKAGE matchesTypeSubtype(const CSelector &sel, Bonus::BonusType type, TBonusSubtype subtype);
}
extern DLL_LINKAGE const std::map<std::string, Bonus::BonusType> bonusNameMap;
extern DLL_LINKAGE const std::map<std::string, Bonus::ValueType> bonusValueMap;
extern DLL_LINKAGE const std::map<std::string, Bonus::BonusSource> bonusSourceMap;
extern DLL_LINKAGE const std::map<std::string, ui16> bonusDurationMap;
extern DLL_LINKAGE const std::map<std::string, Bonus::LimitEffect> bonusLimitEffect;
extern DLL_LINKAGE const std::map<std::string, TLimiterPtr> bonusLimiterMap;
extern DLL_LINKAGE const std::map<std::string, TPropagatorPtr> bonusPropagatorMap;
extern DLL_LINKAGE const std::map<std::string, TUpdaterPtr> bonusUpdaterMap;
// BonusList template that requires full interface of CBonusSystemNode
template <class InputIterator>
void BonusList::insert(const int position, InputIterator first, InputIterator last)
{
bonuses.insert(bonuses.begin() + position, first, last);
changed();
}
// observers for updating bonuses based on certain events (e.g. hero gaining level)
class DLL_LINKAGE IUpdater
{
public:
virtual ~IUpdater();
virtual std::shared_ptr<Bonus> createUpdatedBonus(const std::shared_ptr<Bonus> & b, const CBonusSystemNode & context) const;
virtual std::string toString() const;
virtual JsonNode toJsonNode() const;
template <typename Handler> void serialize(Handler & h, const int version)
{
}
};
class DLL_LINKAGE GrowsWithLevelUpdater : public IUpdater
{
public:
int valPer20;
int stepSize;
GrowsWithLevelUpdater();
GrowsWithLevelUpdater(int valPer20, int stepSize = 1);
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<IUpdater &>(*this);
h & valPer20;
h & stepSize;
}
std::shared_ptr<Bonus> createUpdatedBonus(const std::shared_ptr<Bonus> & b, const CBonusSystemNode & context) const override;
virtual std::string toString() const override;
virtual JsonNode toJsonNode() const override;
};
class DLL_LINKAGE TimesHeroLevelUpdater : public IUpdater
{
public:
TimesHeroLevelUpdater();
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<IUpdater &>(*this);
}
std::shared_ptr<Bonus> createUpdatedBonus(const std::shared_ptr<Bonus> & b, const CBonusSystemNode & context) const override;
virtual std::string toString() const override;
virtual JsonNode toJsonNode() const override;
};
class DLL_LINKAGE TimesStackLevelUpdater : public IUpdater
{
public:
TimesStackLevelUpdater();
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<IUpdater &>(*this);
}
std::shared_ptr<Bonus> createUpdatedBonus(const std::shared_ptr<Bonus> & b, const CBonusSystemNode & context) const override;
virtual std::string toString() const override;
virtual JsonNode toJsonNode() const override;
};
class DLL_LINKAGE OwnerUpdater : public IUpdater
{
public:
OwnerUpdater();
template <typename Handler> void serialize(Handler& h, const int version)
{
h & static_cast<IUpdater &>(*this);
}
std::shared_ptr<Bonus> createUpdatedBonus(const std::shared_ptr<Bonus>& b, const CBonusSystemNode& context) const override;
virtual std::string toString() const override;
virtual JsonNode toJsonNode() const override;
};
VCMI_LIB_NAMESPACE_END