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vcmi/lib/HeroBonus.cpp
Arseniy Shestakov 9fd1cff090 Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.

This change wouldn't break anything because there was already code with prefix for each of three cases.
2015-12-29 05:43:33 +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"
#include "GameConstants.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;
}
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);
}