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3dd4fa2528
Final goal (of multiple PR's) is to remove all remaining pointers from serializeable game state, and replace them with either identifiers or with shared/unique pointers. CGTownInstance::town and CGHeroInstance::type members have been removed. Now this data is computed dynamically using subID member. VLC entity of a town can now be accessed via following methods: - getFactionID() returns ID of a faction - getFaction() returns pointer to a faction - getTown() returns pointer to a town VLC entity of a hero can now be accessed via following methods: - getHeroTypeID() returns ID of a hero - getHeroClassID() returns ID of a hero class - getHeroType() returns pointer to a hero - getHeroClass() returns pointer to a hero class
198 lines
7.0 KiB
C++
198 lines
7.0 KiB
C++
/*
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* BasicTypes.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "VCMI_Lib.h"
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#include "GameConstants.h"
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#include "IGameSettings.h"
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#include "bonuses/BonusList.h"
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#include "bonuses/Bonus.h"
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#include "bonuses/IBonusBearer.h"
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#include <vcmi/Creature.h>
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#include <vcmi/Faction.h>
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#include <vcmi/FactionMember.h>
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#include <vcmi/FactionService.h>
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VCMI_LIB_NAMESPACE_BEGIN
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bool INativeTerrainProvider::isNativeTerrain(TerrainId terrain) const
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{
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auto native = getNativeTerrain();
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return native == terrain || native == ETerrainId::ANY_TERRAIN;
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}
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TerrainId AFactionMember::getNativeTerrain() const
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{
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const std::string cachingStringNoTerrainPenalty = "type_TERRAIN_NATIVE_NONE";
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static const auto selectorNoTerrainPenalty = Selector::typeSubtype(BonusType::TERRAIN_NATIVE, BonusSubtypeID());
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//this code is used in the CreatureTerrainLimiter::limit to setup battle bonuses
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//and in the CGHeroInstance::getNativeTerrain() to setup movement bonuses or/and penalties.
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return getBonusBearer()->hasBonus(selectorNoTerrainPenalty, cachingStringNoTerrainPenalty)
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? TerrainId::ANY_TERRAIN : getFactionID().toEntity(VLC)->getNativeTerrain();
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}
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int32_t AFactionMember::magicResistance() const
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{
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si32 val = getBonusBearer()->valOfBonuses(Selector::type()(BonusType::MAGIC_RESISTANCE));
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vstd::amin (val, 100);
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return val;
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}
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int AFactionMember::getAttack(bool ranged) const
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{
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const std::string cachingStr = "type_PRIMARY_SKILLs_ATTACK";
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static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::ATTACK));
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return getBonusBearer()->valOfBonuses(selector, cachingStr);
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}
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int AFactionMember::getDefense(bool ranged) const
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{
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const std::string cachingStr = "type_PRIMARY_SKILLs_DEFENSE";
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static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::DEFENSE));
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return getBonusBearer()->valOfBonuses(selector, cachingStr);
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}
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int AFactionMember::getMinDamage(bool ranged) const
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{
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const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_1";
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static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageMin));
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return getBonusBearer()->valOfBonuses(selector, cachingStr);
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}
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int AFactionMember::getMaxDamage(bool ranged) const
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{
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const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_2";
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static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageMax));
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return getBonusBearer()->valOfBonuses(selector, cachingStr);
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}
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int AFactionMember::getPrimSkillLevel(PrimarySkill id) const
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{
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static const CSelector selectorAllSkills = Selector::type()(BonusType::PRIMARY_SKILL);
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static const std::string keyAllSkills = "type_PRIMARY_SKILL";
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auto allSkills = getBonusBearer()->getBonuses(selectorAllSkills, keyAllSkills);
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auto ret = allSkills->valOfBonuses(Selector::subtype()(BonusSubtypeID(id)));
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auto minSkillValue = VLC->engineSettings()->getVector(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS)[id.getNum()];
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return std::max(ret, minSkillValue); //otherwise, some artifacts may cause negative skill value effect, sp=0 works in old saves
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}
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int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
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{
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int32_t maxGoodMorale = VLC->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE).size();
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int32_t maxBadMorale = - (int32_t) VLC->engineSettings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE).size();
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if(getBonusBearer()->hasBonusOfType(BonusType::MAX_MORALE))
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{
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if(bonusList && !bonusList->empty())
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bonusList = std::make_shared<const BonusList>();
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return maxGoodMorale;
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}
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static const auto unaffectedByMoraleSelector = Selector::type()(BonusType::NON_LIVING).Or(Selector::type()(BonusType::UNDEAD))
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.Or(Selector::type()(BonusType::SIEGE_WEAPON)).Or(Selector::type()(BonusType::NO_MORALE));
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static const std::string cachingStrUn = "AFactionMember::unaffectedByMoraleSelector";
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auto unaffected = getBonusBearer()->hasBonus(unaffectedByMoraleSelector, cachingStrUn);
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if(unaffected)
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{
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if(bonusList && !bonusList->empty())
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bonusList = std::make_shared<const BonusList>();
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return 0;
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}
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static const auto moraleSelector = Selector::type()(BonusType::MORALE);
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static const std::string cachingStrMor = "type_MORALE";
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bonusList = getBonusBearer()->getBonuses(moraleSelector, cachingStrMor);
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return std::clamp(bonusList->totalValue(), maxBadMorale, maxGoodMorale);
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}
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int AFactionMember::luckValAndBonusList(TConstBonusListPtr & bonusList) const
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{
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int32_t maxGoodLuck = VLC->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE).size();
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int32_t maxBadLuck = - (int32_t) VLC->engineSettings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE).size();
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if(getBonusBearer()->hasBonusOfType(BonusType::MAX_LUCK))
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{
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if(bonusList && !bonusList->empty())
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bonusList = std::make_shared<const BonusList>();
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return maxGoodLuck;
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}
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if(getBonusBearer()->hasBonusOfType(BonusType::NO_LUCK))
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{
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if(bonusList && !bonusList->empty())
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bonusList = std::make_shared<const BonusList>();
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return 0;
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}
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static const auto luckSelector = Selector::type()(BonusType::LUCK);
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static const std::string cachingStrLuck = "type_LUCK";
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bonusList = getBonusBearer()->getBonuses(luckSelector, cachingStrLuck);
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return std::clamp(bonusList->totalValue(), maxBadLuck, maxGoodLuck);
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}
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int AFactionMember::moraleVal() const
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{
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TConstBonusListPtr tmp = nullptr;
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return moraleValAndBonusList(tmp);
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}
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int AFactionMember::luckVal() const
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{
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TConstBonusListPtr tmp = nullptr;
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return luckValAndBonusList(tmp);
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}
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ui32 ACreature::getMaxHealth() const
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{
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const std::string cachingStr = "type_STACK_HEALTH";
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static const auto selector = Selector::type()(BonusType::STACK_HEALTH);
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auto value = getBonusBearer()->valOfBonuses(selector, cachingStr);
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return std::max(1, value); //never 0
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}
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ui32 ACreature::getMovementRange(int turn) const
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{
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//war machines cannot move
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if(getBonusBearer()->hasBonus(Selector::type()(BonusType::SIEGE_WEAPON).And(Selector::turns(turn))))
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{
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return 0;
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}
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if(getBonusBearer()->hasBonus(Selector::type()(BonusType::BIND_EFFECT).And(Selector::turns(turn))))
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{
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return 0;
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}
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return getBonusBearer()->valOfBonuses(Selector::type()(BonusType::STACKS_SPEED).And(Selector::turns(turn)));
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}
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bool ACreature::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation
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{
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static const std::string cachingStr = "ACreature::isLiving";
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static const CSelector selector = Selector::type()(BonusType::UNDEAD)
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.Or(Selector::type()(BonusType::NON_LIVING))
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.Or(Selector::type()(BonusType::GARGOYLE))
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.Or(Selector::type()(BonusType::SIEGE_WEAPON));
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return !getBonusBearer()->hasBonus(selector, cachingStr);
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}
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VCMI_LIB_NAMESPACE_END
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