Browse Source

vcmi: split bonus to enumerator and HeroBonus.h

Konstantin 2 years ago
parent
commit
05eccbc2bb
100 changed files with 1206 additions and 1235 deletions
  1. 1 1
      AI/BattleAI/AttackPossibility.cpp
  2. 4 4
      AI/BattleAI/BattleAI.cpp
  3. 1 1
      AI/BattleAI/BattleExchangeVariant.cpp
  4. 1 1
      AI/BattleAI/PotentialTargets.cpp
  5. 2 2
      AI/BattleAI/StackWithBonuses.cpp
  6. 1 1
      AI/Nullkiller/AIUtility.cpp
  7. 2 2
      AI/Nullkiller/Analyzers/ArmyManager.cpp
  8. 3 3
      AI/Nullkiller/Analyzers/HeroManager.cpp
  9. 6 6
      AI/Nullkiller/Engine/FuzzyEngines.cpp
  10. 8 8
      AI/Nullkiller/Engine/PriorityEvaluator.cpp
  11. 2 2
      AI/StupidAI/StupidAI.cpp
  12. 1 1
      AI/VCAI/AIUtility.cpp
  13. 6 6
      AI/VCAI/FuzzyEngines.cpp
  14. 2 2
      client/CPlayerInterface.cpp
  15. 1 1
      client/NetPacksClient.cpp
  16. 6 6
      client/battle/BattleActionsController.cpp
  17. 1 1
      client/battle/BattleAnimationClasses.cpp
  18. 6 6
      client/battle/BattleEffectsController.cpp
  19. 4 4
      client/battle/BattleStacksController.cpp
  20. 2 2
      client/battle/BattleWindow.cpp
  21. 7 7
      client/widgets/MiscWidgets.cpp
  22. 1 1
      client/windows/CCastleInterface.cpp
  23. 6 6
      client/windows/CCreatureWindow.cpp
  24. 2 2
      client/windows/CHeroWindow.cpp
  25. 1 1
      client/windows/CKingdomInterface.cpp
  26. 2 0
      cmake_modules/VCMI_lib.cmake
  27. 1 1
      config/schemas/spell.json
  28. 20 20
      lib/BasicTypes.cpp
  29. 2 2
      lib/BattleFieldHandler.cpp
  30. 10 10
      lib/CArtHandler.cpp
  31. 11 11
      lib/CBonusTypeHandler.cpp
  32. 1 3
      lib/CBonusTypeHandler.h
  33. 109 109
      lib/CCreatureHandler.cpp
  34. 1 1
      lib/CCreatureHandler.h
  35. 1 1
      lib/CGameInfoCallback.cpp
  36. 6 6
      lib/CGameState.cpp
  37. 5 5
      lib/CHeroHandler.cpp
  38. 36 36
      lib/CPathfinder.cpp
  39. 4 4
      lib/CPathfinder.h
  40. 2 2
      lib/CSkillHandler.cpp
  41. 7 7
      lib/CStack.cpp
  42. 11 11
      lib/CTownHandler.cpp
  43. 3 3
      lib/CTownHandler.h
  44. 14 24
      lib/JsonNode.cpp
  45. 14 14
      lib/NetPacksLib.cpp
  46. 1 1
      lib/battle/BattleAction.cpp
  47. 7 7
      lib/battle/BattleInfo.cpp
  48. 31 31
      lib/battle/CBattleInfoCallback.cpp
  49. 2 2
      lib/battle/CBattleInfoEssentials.cpp
  50. 20 20
      lib/battle/CUnitState.cpp
  51. 28 28
      lib/battle/DamageCalculator.cpp
  52. 1 1
      lib/battle/ReachabilityInfo.cpp
  53. 34 128
      lib/bonuses/Bonus.cpp
  54. 17 264
      lib/bonuses/Bonus.h
  55. 58 0
      lib/bonuses/BonusEnum.cpp
  56. 264 0
      lib/bonuses/BonusEnum.h
  57. 19 19
      lib/bonuses/BonusList.cpp
  58. 45 45
      lib/bonuses/BonusParams.cpp
  59. 3 3
      lib/bonuses/BonusParams.h
  60. 17 17
      lib/bonuses/BonusSelector.cpp
  61. 9 9
      lib/bonuses/BonusSelector.h
  62. 2 2
      lib/bonuses/CBonusProxy.cpp
  63. 3 3
      lib/bonuses/IBonusBearer.cpp
  64. 3 3
      lib/bonuses/IBonusBearer.h
  65. 9 9
      lib/bonuses/Limiters.cpp
  66. 6 6
      lib/bonuses/Limiters.h
  67. 4 4
      lib/bonuses/Updaters.cpp
  68. 6 6
      lib/mapObjects/CArmedInstance.cpp
  69. 4 4
      lib/mapObjects/CBank.cpp
  70. 1 1
      lib/mapObjects/CGDwelling.cpp
  71. 41 41
      lib/mapObjects/CGHeroInstance.cpp
  72. 2 2
      lib/mapObjects/CGPandoraBox.cpp
  73. 10 10
      lib/mapObjects/CGTownBuilding.cpp
  74. 5 5
      lib/mapObjects/CGTownInstance.cpp
  75. 4 4
      lib/mapObjects/CObjectHandler.cpp
  76. 1 1
      lib/mapObjects/CObjectHandler.h
  77. 2 2
      lib/mapObjects/CQuest.cpp
  78. 3 3
      lib/mapObjects/CRewardableConstructor.cpp
  79. 2 2
      lib/mapObjects/CRewardableObject.cpp
  80. 2 2
      lib/mapObjects/CommonConstructors.cpp
  81. 10 10
      lib/mapObjects/MiscObjects.cpp
  82. 1 1
      lib/mapping/MapFormatH3M.cpp
  83. 1 1
      lib/rewardable/Interface.cpp
  84. 1 1
      lib/spells/AbilityCaster.cpp
  85. 3 3
      lib/spells/AdventureSpellMechanics.cpp
  86. 2 2
      lib/spells/BattleSpellMechanics.cpp
  87. 24 24
      lib/spells/CSpellHandler.cpp
  88. 4 4
      lib/spells/CSpellHandler.h
  89. 6 6
      lib/spells/ISpellMechanics.cpp
  90. 2 2
      lib/spells/ISpellMechanics.h
  91. 11 11
      lib/spells/TargetCondition.cpp
  92. 1 1
      lib/spells/effects/Clone.cpp
  93. 1 1
      lib/spells/effects/Dispel.cpp
  94. 3 3
      lib/spells/effects/Moat.cpp
  95. 11 11
      lib/spells/effects/Timed.cpp
  96. 2 2
      lib/spells/effects/UnitEffect.cpp
  97. 107 107
      server/CGameHandler.cpp
  98. 1 1
      server/CGameHandler.h
  99. 10 10
      test/battle/CBattleInfoCallbackTest.cpp
  100. 2 2
      test/battle/CHealthTest.cpp

+ 1 - 1
AI/BattleAI/AttackPossibility.cpp

@@ -97,7 +97,7 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
 	auto attacker = attackInfo.attacker;
 	auto defender = attackInfo.defender;
 	const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
-	static const auto selectorBlocksRetaliation = Selector::type()(Bonus::BLOCKS_RETALIATION);
+	static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);
 	const auto attackerSide = state.playerToSide(state.battleGetOwner(attacker));
 	const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
 

+ 4 - 4
AI/BattleAI/BattleAI.cpp

@@ -104,7 +104,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
 	{
 		if(stack->creatureId() == CreatureID::CATAPULT)
 			return useCatapult(stack);
-		if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->hasBonusOfType(Bonus::HEALER))
+		if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->hasBonusOfType(BonusType::HEALER))
 		{
 			auto healingTargets = cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
 			std::map<int, const CStack*> woundHpToStack;
@@ -137,7 +137,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
 		std::optional<PossibleSpellcast> bestSpellcast(std::nullopt);
 		//TODO: faerie dragon type spell should be selected by server
 		SpellID creatureSpellToCast = cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
-		if(stack->hasBonusOfType(Bonus::SPELLCASTER) && stack->canCast() && creatureSpellToCast != SpellID::NONE)
+		if(stack->hasBonusOfType(BonusType::SPELLCASTER) && stack->canCast() && creatureSpellToCast != SpellID::NONE)
 		{
 			const CSpell * spell = creatureSpellToCast.toSpell();
 
@@ -241,7 +241,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
 		}
 
 		if(score <= EvaluationResult::INEFFECTIVE_SCORE
-			&& !stack->hasBonusOfType(Bonus::FLYING)
+			&& !stack->hasBonusOfType(BonusType::FLYING)
 			&& stack->unitSide() == BattleSide::ATTACKER
 			&& cb->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
 		{
@@ -321,7 +321,7 @@ BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<Battl
 
 	scoreEvaluator.updateReachabilityMap(hb);
 
-	if(stack->hasBonusOfType(Bonus::FLYING))
+	if(stack->hasBonusOfType(BonusType::FLYING))
 	{
 		std::set<BattleHex> obstacleHexes;
 

+ 1 - 1
AI/BattleAI/BattleExchangeVariant.cpp

@@ -65,7 +65,7 @@ int64_t BattleExchangeVariant::trackAttack(
 	bool evaluateOnly)
 {
 	const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
-	static const auto selectorBlocksRetaliation = Selector::type()(Bonus::BLOCKS_RETALIATION);
+	static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);
 	const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
 
 	DamageEstimation retaliation;

+ 1 - 1
AI/BattleAI/PotentialTargets.cpp

@@ -22,7 +22,7 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
 	const battle::Unit * forcedTarget = nullptr;
 	BattleHex forcedHex;
 
-	if(attackerInfo->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE))
+	if(attackerInfo->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE))
 	{
 		forceTarget = true;
 		auto nearest = state.getNearestStack(attackerInfo);

+ 2 - 2
AI/BattleAI/StackWithBonuses.cpp

@@ -24,7 +24,7 @@ void actualizeEffect(TBonusListPtr target, const Bonus & ef)
 {
 	for(auto & bonus : *target) //TODO: optimize
 	{
-		if(bonus->source == Bonus::SPELL_EFFECT && bonus->type == ef.type && bonus->subtype == ef.subtype)
+		if(bonus->source == BonusSource::SPELL_EFFECT && bonus->type == ef.type && bonus->subtype == ef.subtype)
 		{
 			if(bonus->turnsRemain < ef.turnsRemain)
 			{
@@ -126,7 +126,7 @@ TConstBonusListPtr StackWithBonuses::getAllBonuses(const CSelector & selector, c
 	{
 		if(selector(&bonus) && (!limit || !limit(&bonus)))
 		{
-			if(ret->getFirst(Selector::source(Bonus::SPELL_EFFECT, bonus.sid).And(Selector::typeSubtype(bonus.type, bonus.subtype))))
+			if(ret->getFirst(Selector::source(BonusSource::SPELL_EFFECT, bonus.sid).And(Selector::typeSubtype(bonus.type, bonus.subtype))))
 			{
 				actualizeEffect(ret, bonus);
 			}

+ 1 - 1
AI/Nullkiller/AIUtility.cpp

@@ -307,7 +307,7 @@ bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2
 	auto art2 = a2->artType;
 
 	if(art1->price == art2->price)
-		return art1->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL);
+		return art1->valOfBonuses(BonusType::PRIMARY_SKILL) > art2->valOfBonuses(BonusType::PRIMARY_SKILL);
 	else
 		return art1->price > art2->price;
 }

+ 2 - 2
AI/Nullkiller/Analyzers/ArmyManager.cpp

@@ -108,12 +108,12 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
 	uint64_t armyValue = 0;
 
 	TemporaryArmy newArmyInstance;
-	auto bonusModifiers = armyCarrier->getBonuses(Selector::type()(Bonus::MORALE));
+	auto bonusModifiers = armyCarrier->getBonuses(Selector::type()(BonusType::MORALE));
 
 	for(auto bonus : *bonusModifiers)
 	{
 		// army bonuses will change and object bonuses are temporary
-		if(bonus->source != Bonus::ARMY && bonus->source != Bonus::OBJECT)
+		if(bonus->source != BonusSource::ARMY && bonus->source != BonusSource::OBJECT)
 		{
 			newArmyInstance.addNewBonus(std::make_shared<Bonus>(*bonus));
 		}

+ 3 - 3
AI/Nullkiller/Analyzers/HeroManager.cpp

@@ -72,10 +72,10 @@ float HeroManager::evaluateSecSkill(SecondarySkill skill, const CGHeroInstance *
 
 float HeroManager::evaluateSpeciality(const CGHeroInstance * hero) const
 {
-	auto heroSpecial = Selector::source(Bonus::HERO_SPECIAL, hero->type->getIndex());
-	auto secondarySkillBonus = Selector::targetSourceType()(Bonus::SECONDARY_SKILL);
+	auto heroSpecial = Selector::source(BonusSource::HERO_SPECIAL, hero->type->getIndex());
+	auto secondarySkillBonus = Selector::targetSourceType()(BonusSource::SECONDARY_SKILL);
 	auto specialSecondarySkillBonuses = hero->getBonuses(heroSpecial.And(secondarySkillBonus));
-	auto secondarySkillBonuses = hero->getBonuses(Selector::sourceTypeSel(Bonus::SECONDARY_SKILL));
+	auto secondarySkillBonuses = hero->getBonuses(Selector::sourceTypeSel(BonusSource::SECONDARY_SKILL));
 	float specialityScore = 0.0f;
 
 	for(auto bonus : *secondarySkillBonuses)

+ 6 - 6
AI/Nullkiller/Engine/FuzzyEngines.cpp

@@ -53,14 +53,14 @@ armyStructure evaluateArmyStructure(const CArmedInstance * army)
 	double shootersStrength = 0;
 	ui32 maxSpeed = 0;
 
-	static const CSelector selectorSHOOTER = Selector::type()(Bonus::SHOOTER);
-	static const std::string keySHOOTER = "type_"+std::to_string((int32_t)Bonus::SHOOTER);
+	static const CSelector selectorSHOOTER = Selector::type()(BonusType::SHOOTER);
+	static const std::string keySHOOTER = "type_"+std::to_string((int32_t)BonusType::SHOOTER);
 
-	static const CSelector selectorFLYING = Selector::type()(Bonus::FLYING);
-	static const std::string keyFLYING = "type_"+std::to_string((int32_t)Bonus::FLYING);
+	static const CSelector selectorFLYING = Selector::type()(BonusType::FLYING);
+	static const std::string keyFLYING = "type_"+std::to_string((int32_t)BonusType::FLYING);
 
-	static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
-	static const std::string keySTACKS_SPEED = "type_"+std::to_string((int32_t)Bonus::STACKS_SPEED);
+	static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
+	static const std::string keySTACKS_SPEED = "type_"+std::to_string((int32_t)BonusType::STACKS_SPEED);
 
 	for(auto s : army->Slots())
 	{

+ 8 - 8
AI/Nullkiller/Engine/PriorityEvaluator.cpp

@@ -210,14 +210,14 @@ uint64_t evaluateArtifactArmyValue(CArtifactInstance * art)
 		return 1500;
 
 	auto statsValue =
-		10 * art->valOfBonuses(Bonus::MOVEMENT, 1)
-		+ 1200 * art->valOfBonuses(Bonus::STACKS_SPEED)
-		+ 700 * art->valOfBonuses(Bonus::MORALE)
-		+ 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK)
-		+ 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE)
-		+ 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::KNOWLEDGE)
-		+ 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::SPELL_POWER)
-		+ 500 * art->valOfBonuses(Bonus::LUCK);
+		10 * art->valOfBonuses(BonusType::MOVEMENT, 1)
+		+ 1200 * art->valOfBonuses(BonusType::STACKS_SPEED)
+		+ 700 * art->valOfBonuses(BonusType::MORALE)
+		+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, PrimarySkill::ATTACK)
+		+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE)
+		+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, PrimarySkill::KNOWLEDGE)
+		+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, PrimarySkill::SPELL_POWER)
+		+ 500 * art->valOfBonuses(BonusType::LUCK);
 
 	auto classValue = 0;
 

+ 2 - 2
AI/StupidAI/StupidAI.cpp

@@ -107,7 +107,7 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
 
 		return attack;
 	}
-	else if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON))
+	else if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON))
 	{
 		return BattleAction::makeDefend(stack);
 	}
@@ -270,7 +270,7 @@ BattleAction CStupidAI::goTowards(const CStack * stack, std::vector<BattleHex> h
 		return BattleAction::makeDefend(stack);
 	}
 
-	if(stack->hasBonusOfType(Bonus::FLYING))
+	if(stack->hasBonusOfType(BonusType::FLYING))
 	{
 		// Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
 		// We just check all available hexes and pick the one closest to the target.

+ 1 - 1
AI/VCAI/AIUtility.cpp

@@ -257,7 +257,7 @@ bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2
 	auto art2 = a2->artType;
 
 	if(art1->price == art2->price)
-		return art1->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL);
+		return art1->valOfBonuses(BonusType::PRIMARY_SKILL) > art2->valOfBonuses(BonusType::PRIMARY_SKILL);
 	else
 		return art1->price > art2->price;
 }

+ 6 - 6
AI/VCAI/FuzzyEngines.cpp

@@ -52,14 +52,14 @@ armyStructure evaluateArmyStructure(const CArmedInstance * army)
 	double shootersStrength = 0;
 	ui32 maxSpeed = 0;
 
-	static const CSelector selectorSHOOTER = Selector::type()(Bonus::SHOOTER);
-	static const std::string keySHOOTER = "type_"+std::to_string((int32_t)Bonus::SHOOTER);
+	static const CSelector selectorSHOOTER = Selector::type()(BonusType::SHOOTER);
+	static const std::string keySHOOTER = "type_"+std::to_string((int32_t)BonusType::SHOOTER);
 
-	static const CSelector selectorFLYING = Selector::type()(Bonus::FLYING);
-	static const std::string keyFLYING = "type_"+std::to_string((int32_t)Bonus::FLYING);
+	static const CSelector selectorFLYING = Selector::type()(BonusType::FLYING);
+	static const std::string keyFLYING = "type_"+std::to_string((int32_t)BonusType::FLYING);
 
-	static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
-	static const std::string keySTACKS_SPEED = "type_"+std::to_string((int32_t)Bonus::STACKS_SPEED);
+	static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
+	static const std::string keySTACKS_SPEED = "type_"+std::to_string((int32_t)BonusType::STACKS_SPEED);
 
 	for(auto s : army->Slots())
 	{

+ 2 - 2
client/CPlayerInterface.cpp

@@ -1225,11 +1225,11 @@ void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
 void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
-	if (bonus.type == Bonus::NONE)
+	if (bonus.type == BonusType::NONE)
 		return;
 
 	adventureInt->onHeroChanged(hero);
-	if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
+	if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
 	{
 		//recalculate paths because hero has lost bonus influencing pathfinding
 		localState->erasePath(hero);

+ 1 - 1
client/NetPacksClient.cpp

@@ -706,7 +706,7 @@ void ApplyClientNetPackVisitor::visitBattleSetActiveStack(BattleSetActiveStack &
 
 	const CStack *activated = gs.curB->battleGetStackByID(pack.stack);
 	PlayerColor playerToCall; //pack.player that will move activated stack
-	if (activated->hasBonusOfType(Bonus::HYPNOTIZED))
+	if (activated->hasBonusOfType(BonusType::HYPNOTIZED))
 	{
 		playerToCall = (gs.curB->sides[0].color == activated->unitOwner()
 			? gs.curB->sides[1].color

+ 6 - 6
client/battle/BattleActionsController.cpp

@@ -140,7 +140,7 @@ bool BattleActionsController::isActiveStackSpellcaster() const
 	if (!casterStack)
 		return false;
 
-	bool spellcaster = casterStack->hasBonusOfType(Bonus::SPELLCASTER);
+	bool spellcaster = casterStack->hasBonusOfType(BonusType::SPELLCASTER);
 	return (spellcaster && casterStack->canCast());
 }
 
@@ -228,7 +228,7 @@ void BattleActionsController::reorderPossibleActionsPriority(const CStack * stac
 		case PossiblePlayerBattleAction::NO_LOCATION:
 		case PossiblePlayerBattleAction::FREE_LOCATION:
 		case PossiblePlayerBattleAction::OBSTACLE:
-			if(!stack->hasBonusOfType(Bonus::NO_SPELLCAST_BY_DEFAULT) && context == MouseHoveredHexContext::OCCUPIED_HEX)
+			if(!stack->hasBonusOfType(BonusType::NO_SPELLCAST_BY_DEFAULT) && context == MouseHoveredHexContext::OCCUPIED_HEX)
 				return 1;
 			else
 				return 100;//bottom priority
@@ -349,7 +349,7 @@ void BattleActionsController::actionSetCursor(PossiblePlayerBattleAction action,
 
 		case PossiblePlayerBattleAction::MOVE_TACTICS:
 		case PossiblePlayerBattleAction::MOVE_STACK:
-			if (owner.stacksController->getActiveStack()->hasBonusOfType(Bonus::FLYING))
+			if (owner.stacksController->getActiveStack()->hasBonusOfType(BonusType::FLYING))
 				CCS->curh->set(Cursor::Combat::FLY);
 			else
 				CCS->curh->set(Cursor::Combat::MOVE);
@@ -434,7 +434,7 @@ std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattle
 
 		case PossiblePlayerBattleAction::MOVE_TACTICS:
 		case PossiblePlayerBattleAction::MOVE_STACK:
-			if (owner.stacksController->getActiveStack()->hasBonusOfType(Bonus::FLYING))
+			if (owner.stacksController->getActiveStack()->hasBonusOfType(BonusType::FLYING))
 				return (boost::format(CGI->generaltexth->allTexts[295]) % owner.stacksController->getActiveStack()->getName()).str(); //Fly %s here
 			else
 				return (boost::format(CGI->generaltexth->allTexts[294]) % owner.stacksController->getActiveStack()->getName()).str(); //Move %s here
@@ -863,7 +863,7 @@ void BattleActionsController::tryActivateStackSpellcasting(const CStack *casterS
 {
 	creatureSpells.clear();
 
-	bool spellcaster = casterStack->hasBonusOfType(Bonus::SPELLCASTER);
+	bool spellcaster = casterStack->hasBonusOfType(BonusType::SPELLCASTER);
 	if(casterStack->canCast() && spellcaster)
 	{
 		// faerie dragon can cast only one, randomly selected spell until their next move
@@ -874,7 +874,7 @@ void BattleActionsController::tryActivateStackSpellcasting(const CStack *casterS
 			creatureSpells.push_back(spellToCast);
 	}
 
-	TConstBonusListPtr bl = casterStack->getBonuses(Selector::type()(Bonus::SPELLCASTER));
+	TConstBonusListPtr bl = casterStack->getBonuses(Selector::type()(BonusType::SPELLCASTER));
 
 	for (auto const & bonus : *bl)
 	{

+ 1 - 1
client/battle/BattleAnimationClasses.cpp

@@ -370,7 +370,7 @@ bool MovementAnimation::init()
 	distanceX = endPosition.x - begPosition.x;
 	distanceY = endPosition.y - begPosition.y;
 
-	if (stack->hasBonus(Selector::type()(Bonus::FLYING)))
+	if (stack->hasBonus(Selector::type()(BonusType::FLYING)))
 	{
 		float distance = static_cast<float>(sqrt(distanceX * distanceX + distanceY * distanceY));
 		progressPerSecond =  AnimationControls::getFlightDistance(stack->unitType()) / distance;

+ 6 - 6
client/battle/BattleEffectsController.cpp

@@ -65,21 +65,21 @@ void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bt
 		return;
 	}
 	//don't show animation when no HP is regenerated
-	switch(bte.effect)
+	switch(static_cast<BonusType>(bte.effect))
 	{
-		case Bonus::HP_REGENERATION:
+		case BonusType::HP_REGENERATION:
 			displayEffect(EBattleEffect::REGENERATION, "REGENER", stack->getPosition());
 			break;
-		case Bonus::MANA_DRAIN:
+		case BonusType::MANA_DRAIN:
 			displayEffect(EBattleEffect::MANA_DRAIN, "MANADRAI", stack->getPosition());
 			break;
-		case Bonus::POISON:
+		case BonusType::POISON:
 			displayEffect(EBattleEffect::POISON, "POISON", stack->getPosition());
 			break;
-		case Bonus::FEAR:
+		case BonusType::FEAR:
 			displayEffect(EBattleEffect::FEAR, "FEAR", stack->getPosition());
 			break;
-		case Bonus::MORALE:
+		case BonusType::MORALE:
 		{
 			std::string hlp = CGI->generaltexth->allTexts[33];
 			boost::algorithm::replace_first(hlp,"%s",(stack->getName()));

+ 4 - 4
client/battle/BattleStacksController.cpp

@@ -107,7 +107,7 @@ BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack)
 	if ( !stackAnimation.at(stack->unitId())->isMoving())
 		return stack->getPosition();
 
-	if (stack->hasBonusOfType(Bonus::FLYING) && stackAnimation.at(stack->unitId())->getType() == ECreatureAnimType::MOVING )
+	if (stack->hasBonusOfType(BonusType::FLYING) && stackAnimation.at(stack->unitId())->getType() == ECreatureAnimType::MOVING )
 		return BattleHex::HEX_AFTER_ALL;
 
 	for (auto & anim : currentAnimations)
@@ -247,7 +247,7 @@ void BattleStacksController::setActiveStack(const CStack *stack)
 bool BattleStacksController::stackNeedsAmountBox(const CStack * stack) const
 {
 	//do not show box for singular war machines, stacked war machines with box shown are supported as extension feature
-	if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->getCount() == 1)
+	if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->getCount() == 1)
 		return false;
 
 	if(!stack->alive())
@@ -528,7 +528,7 @@ void BattleStacksController::stackMoved(const CStack *stack, std::vector<BattleH
 		addNewAnim(new MovementStartAnimation(owner, stack));
 	});
 
-	if (!stack->hasBonus(Selector::typeSubtype(Bonus::FLYING, 1)))
+	if (!stack->hasBonus(Selector::typeSubtype(BonusType::FLYING, 1)))
 	{
 		owner.addToAnimationStage(EAnimationEvents::MOVEMENT, [&]()
 		{
@@ -793,7 +793,7 @@ void BattleStacksController::removeExpiredColorFilters()
 	{
 		if (!filter.persistent)
 		{
-			if (filter.source && !filter.target->hasBonus(Selector::source(Bonus::SPELL_EFFECT, filter.source->id), Selector::all))
+			if (filter.source && !filter.target->hasBonus(Selector::source(BonusSource::SPELL_EFFECT, filter.source->id), Selector::all))
 				return true;
 			if (filter.effect == ColorFilter::genEmptyShifter())
 				return true;

+ 2 - 2
client/battle/BattleWindow.cpp

@@ -426,11 +426,11 @@ void BattleWindow::bSpellf()
 	{
 		//TODO: move to spell mechanics, add more information to spell cast problem
 		//Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible
-		auto blockingBonus = owner.currentHero()->getBonusLocalFirst(Selector::type()(Bonus::BLOCK_ALL_MAGIC));
+		auto blockingBonus = owner.currentHero()->getBonusLocalFirst(Selector::type()(BonusType::BLOCK_ALL_MAGIC));
 		if (!blockingBonus)
 			return;
 
-		if (blockingBonus->source == Bonus::ARTIFACT)
+		if (blockingBonus->source == BonusSource::ARTIFACT)
 		{
 			const auto artID = ArtifactID(blockingBonus->sid);
 			//If we have artifact, put name of our hero. Otherwise assume it's the enemy.

+ 7 - 7
client/widgets/MiscWidgets.cpp

@@ -393,21 +393,21 @@ void MoraleLuckBox::set(const AFactionMember * node)
 	text = CGI->generaltexth->arraytxt[textId[morale]];
 	boost::algorithm::replace_first(text,"%s",CGI->generaltexth->arraytxt[neutralDescr[morale]-mrlt]);
 
-	if (morale && node && (node->getBonusBearer()->hasBonusOfType(Bonus::UNDEAD)
-			|| node->getBonusBearer()->hasBonusOfType(Bonus::NON_LIVING)))
+	if (morale && node && (node->getBonusBearer()->hasBonusOfType(BonusType::UNDEAD)
+			|| node->getBonusBearer()->hasBonusOfType(BonusType::NON_LIVING)))
 	{
 		text += CGI->generaltexth->arraytxt[113]; //unaffected by morale
 		bonusValue = 0;
 	}
-	else if(morale && node && node->getBonusBearer()->hasBonusOfType(Bonus::NO_MORALE))
+	else if(morale && node && node->getBonusBearer()->hasBonusOfType(BonusType::NO_MORALE))
 	{
-		auto noMorale = node->getBonusBearer()->getBonus(Selector::type()(Bonus::NO_MORALE));
+		auto noMorale = node->getBonusBearer()->getBonus(Selector::type()(BonusType::NO_MORALE));
 		text += "\n" + noMorale->Description();
 		bonusValue = 0;
 	}
-	else if (!morale && node && node->getBonusBearer()->hasBonusOfType(Bonus::NO_LUCK))
+	else if (!morale && node && node->getBonusBearer()->hasBonusOfType(BonusType::NO_LUCK))
 	{
-		auto noLuck = node->getBonusBearer()->getBonus(Selector::type()(Bonus::NO_LUCK));
+		auto noLuck = node->getBonusBearer()->getBonus(Selector::type()(BonusType::NO_LUCK));
 		text += "\n" + noLuck->Description();
 		bonusValue = 0;
 	}
@@ -458,7 +458,7 @@ CCreaturePic::CCreaturePic(int x, int y, const CCreature * cre, bool Big, bool A
 		bg = std::make_shared<CPicture>((*CGI->townh)[faction]->creatureBg120);
 	anim = std::make_shared<CCreatureAnim>(0, 0, cre->animDefName);
 	anim->clipRect(cre->isDoubleWide()?170:150, 155, bg->pos.w, bg->pos.h);
-	anim->startPreview(cre->hasBonusOfType(Bonus::SIEGE_WEAPON));
+	anim->startPreview(cre->hasBonusOfType(BonusType::SIEGE_WEAPON));
 
 	amount = std::make_shared<CLabel>(bg->pos.w, bg->pos.h, FONT_MEDIUM, ETextAlignment::BOTTOMRIGHT, Colors::WHITE);
 

+ 1 - 1
client/windows/CCastleInterface.cpp

@@ -1705,7 +1705,7 @@ CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance *
 		sizes.y+=20;
 		values.push_back(std::make_shared<LabeledValue>(sizes, CGI->generaltexth->allTexts[388], CGI->generaltexth->fcommands[3], getMyCreature()->getMaxHealth()));
 		sizes.y+=21;
-		values.push_back(std::make_shared<LabeledValue>(sizes, CGI->generaltexth->allTexts[193], CGI->generaltexth->fcommands[4], getMyCreature()->valOfBonuses(Bonus::STACKS_SPEED)));
+		values.push_back(std::make_shared<LabeledValue>(sizes, CGI->generaltexth->allTexts[193], CGI->generaltexth->fcommands[4], getMyCreature()->valOfBonuses(BonusType::STACKS_SPEED)));
 		sizes.y+=20;
 		values.push_back(std::make_shared<LabeledValue>(sizes, CGI->generaltexth->allTexts[194], CGI->generaltexth->fcommands[5], town->creatureGrowth(level)));
 	}

+ 6 - 6
client/windows/CCreatureWindow.cpp

@@ -210,7 +210,7 @@ CStackWindow::ActiveSpellsSection::ActiveSpellsSection(CStackWindow * owner, int
 			spellText = CGI->generaltexth->allTexts[610]; //"%s, duration: %d rounds."
 			boost::replace_first(spellText, "%s", spell->getNameTranslated());
 			//FIXME: support permanent duration
-			int duration = battleStack->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT,effect))->turnsRemain;
+			int duration = battleStack->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT,effect))->turnsRemain;
 			boost::replace_first(spellText, "%d", std::to_string(duration));
 
 			spellIcons.push_back(std::make_shared<CAnimImage>("SpellInt", effect + 1, 0, firstPos.x + offset.x * printed, firstPos.y + offset.y * printed));
@@ -510,7 +510,7 @@ CStackWindow::MainSection::MainSection(CStackWindow * owner, int yOffset, bool s
 	name = std::make_shared<CLabel>(215, 12, FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, parent->info->getName());
 
 	int dmgMultiply = 1;
-	if(parent->info->owner && parent->info->stackNode->hasBonusOfType(Bonus::SIEGE_WEAPON))
+	if(parent->info->owner && parent->info->stackNode->hasBonusOfType(BonusType::SIEGE_WEAPON))
 		dmgMultiply += parent->info->owner->getPrimSkillLevel(PrimarySkill::ATTACK);
 
 	icons = std::make_shared<CPicture>("stackWindow/icons", 117, 32);
@@ -539,8 +539,8 @@ CStackWindow::MainSection::MainSection(CStackWindow * owner, int yOffset, bool s
 	}
 	else
 	{
-		const bool shooter = parent->info->stackNode->hasBonusOfType(Bonus::SHOOTER) && parent->info->stackNode->valOfBonuses(Bonus::SHOTS);
-		const bool caster = parent->info->stackNode->valOfBonuses(Bonus::CASTS);
+		const bool shooter = parent->info->stackNode->hasBonusOfType(BonusType::SHOOTER) && parent->info->stackNode->valOfBonuses(BonusType::SHOTS);
+		const bool caster = parent->info->stackNode->valOfBonuses(BonusType::CASTS);
 
 		addStatLabel(EStat::ATTACK, parent->info->creature->getAttack(shooter), parent->info->stackNode->getAttack(shooter));
 		addStatLabel(EStat::DEFENCE, parent->info->creature->getDefense(shooter), parent->info->stackNode->getDefense(shooter));
@@ -549,9 +549,9 @@ CStackWindow::MainSection::MainSection(CStackWindow * owner, int yOffset, bool s
 		addStatLabel(EStat::SPEED, parent->info->creature->speed(), parent->info->stackNode->speed());
 
 		if(shooter)
-			addStatLabel(EStat::SHOTS, parent->info->stackNode->valOfBonuses(Bonus::SHOTS));
+			addStatLabel(EStat::SHOTS, parent->info->stackNode->valOfBonuses(BonusType::SHOTS));
 		if(caster)
-			addStatLabel(EStat::MANA, parent->info->stackNode->valOfBonuses(Bonus::CASTS));
+			addStatLabel(EStat::MANA, parent->info->stackNode->valOfBonuses(BonusType::CASTS));
 
 		morale->set(parent->info->stackNode);
 		luck->set(parent->info->stackNode);

+ 2 - 2
client/windows/CHeroWindow.cpp

@@ -66,7 +66,7 @@ int64_t CHeroWithMaybePickedArtifact::getTreeVersion() const
 si32 CHeroWithMaybePickedArtifact::manaLimit() const
 {
 	//TODO: reduplicate code with CGHeroInstance
-	return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE) * (valOfBonuses(Bonus::MANA_PER_KNOWLEDGE)));
+	return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE) * (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE)));
 }
 
 const IBonusBearer * CHeroWithMaybePickedArtifact::getBonusBearer() const 
@@ -334,7 +334,7 @@ void CHeroWindow::update(const CGHeroInstance * hero, bool redrawNeeded)
 
 	dismissButton->block(!!curHero->visitedTown || noDismiss);
 
-	if(curHero->valOfBonuses(Selector::type()(Bonus::BEFORE_BATTLE_REPOSITION)) == 0)
+	if(curHero->valOfBonuses(Selector::type()(BonusType::BEFORE_BATTLE_REPOSITION)) == 0)
 	{
 		tacticsButton->block(true);
 	}

+ 1 - 1
client/windows/CKingdomInterface.cpp

@@ -586,7 +586,7 @@ void CKingdomInterface::generateMinesList(const std::vector<const CGObjectInstan
 	std::vector<const CGHeroInstance*> heroes = LOCPLINT->cb->getHeroesInfo(true);
 	for(auto & heroe : heroes)
 	{
-		totalIncome += heroe->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, GameResID(EGameResID::GOLD)));
+		totalIncome += heroe->valOfBonuses(Selector::typeSubtype(BonusType::GENERATE_RESOURCE, GameResID(EGameResID::GOLD)));
 	}
 
 	//Add town income of all towns

+ 2 - 0
cmake_modules/VCMI_lib.cmake

@@ -28,6 +28,7 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
 		${MAIN_LIB_DIR}/battle/Unit.cpp
 
 		${MAIN_LIB_DIR}/bonuses/Bonus.cpp
+		${MAIN_LIB_DIR}/bonuses/BonusEnum.cpp
 		${MAIN_LIB_DIR}/bonuses/BonusList.cpp
 		${MAIN_LIB_DIR}/bonuses/BonusParams.cpp
 		${MAIN_LIB_DIR}/bonuses/BonusSelector.cpp
@@ -311,6 +312,7 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
 		${MAIN_LIB_DIR}/battle/Unit.h
 
 		${MAIN_LIB_DIR}/bonuses/Bonus.h
+		${MAIN_LIB_DIR}/bonuses/BonusEnum.h
 		${MAIN_LIB_DIR}/bonuses/BonusList.h
 		${MAIN_LIB_DIR}/bonuses/BonusParams.h
 		${MAIN_LIB_DIR}/bonuses/BonusSelector.h

+ 1 - 1
config/schemas/spell.json

@@ -232,7 +232,7 @@
 						},
 						"special":{
 								"type": "boolean",
-								"description": "Special spell. Can be given only by Bonus::SPELL"
+								"description": "Special spell. Can be given only by BonusType::SPELL"
 						},
 						"nonMagical":{
 							"type": "boolean",

+ 20 - 20
lib/BasicTypes.cpp

@@ -34,7 +34,7 @@ TerrainId AFactionMember::getNativeTerrain() const
 {
 	constexpr auto any = TerrainId(ETerrainId::ANY_TERRAIN);
 	const std::string cachingStringNoTerrainPenalty = "type_NO_TERRAIN_PENALTY_sANY";
-	static const auto selectorNoTerrainPenalty = Selector::typeSubtype(Bonus::NO_TERRAIN_PENALTY, any);
+	static const auto selectorNoTerrainPenalty = Selector::typeSubtype(BonusType::NO_TERRAIN_PENALTY, any);
 
 	//this code is used in the CreatureTerrainLimiter::limit to setup battle bonuses
 	//and in the CGHeroInstance::getNativeTerrain() to setup movement bonuses or/and penalties.
@@ -44,7 +44,7 @@ TerrainId AFactionMember::getNativeTerrain() const
 
 int32_t AFactionMember::magicResistance() const
 {
-	si32 val = getBonusBearer()->valOfBonuses(Selector::type()(Bonus::MAGIC_RESISTANCE));
+	si32 val = getBonusBearer()->valOfBonuses(Selector::type()(BonusType::MAGIC_RESISTANCE));
 	vstd::amin (val, 100);
 	return val;
 }
@@ -53,7 +53,7 @@ int AFactionMember::getAttack(bool ranged) const
 {
 	const std::string cachingStr = "type_PRIMARY_SKILLs_ATTACK";
 
-	static const auto selector = Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
+	static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::ATTACK);
 
 	return getBonusBearer()->valOfBonuses(selector, cachingStr);
 }
@@ -62,7 +62,7 @@ int AFactionMember::getDefense(bool ranged) const
 {
 	const std::string cachingStr = "type_PRIMARY_SKILLs_DEFENSE";
 
-	static const auto selector = Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
+	static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE);
 
 	return getBonusBearer()->valOfBonuses(selector, cachingStr);
 }
@@ -70,20 +70,20 @@ int AFactionMember::getDefense(bool ranged) const
 int AFactionMember::getMinDamage(bool ranged) const
 {
 	const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_1";
-	static const auto selector = Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1));
+	static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 1));
 	return getBonusBearer()->valOfBonuses(selector, cachingStr);
 }
 
 int AFactionMember::getMaxDamage(bool ranged) const
 {
 	const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_2";
-	static const auto selector = Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2));
+	static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 2));
 	return getBonusBearer()->valOfBonuses(selector, cachingStr);
 }
 
 int AFactionMember::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
 {
-	static const CSelector selectorAllSkills = Selector::type()(Bonus::PRIMARY_SKILL);
+	static const CSelector selectorAllSkills = Selector::type()(BonusType::PRIMARY_SKILL);
 	static const std::string keyAllSkills = "type_PRIMARY_SKILL";
 	auto allSkills = getBonusBearer()->getBonuses(selectorAllSkills, keyAllSkills);
 	auto ret = allSkills->valOfBonuses(Selector::subtype()(id));
@@ -93,8 +93,8 @@ int AFactionMember::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
 
 int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
 {
-	static const auto unaffectedByMoraleSelector = Selector::type()(Bonus::NON_LIVING).Or(Selector::type()(Bonus::UNDEAD))
-													.Or(Selector::type()(Bonus::SIEGE_WEAPON)).Or(Selector::type()(Bonus::NO_MORALE));
+	static const auto unaffectedByMoraleSelector = Selector::type()(BonusType::NON_LIVING).Or(Selector::type()(BonusType::UNDEAD))
+													.Or(Selector::type()(BonusType::SIEGE_WEAPON)).Or(Selector::type()(BonusType::NO_MORALE));
 
 	static const std::string cachingStrUn = "AFactionMember::unaffectedByMoraleSelector";
 	auto unaffected = getBonusBearer()->hasBonus(unaffectedByMoraleSelector, cachingStrUn);
@@ -105,7 +105,7 @@ int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
 		return 0;
 	}
 
-	static const auto moraleSelector = Selector::type()(Bonus::MORALE);
+	static const auto moraleSelector = Selector::type()(BonusType::MORALE);
 	static const std::string cachingStrMor = "type_MORALE";
 	bonusList = getBonusBearer()->getBonuses(moraleSelector, cachingStrMor);
 
@@ -117,14 +117,14 @@ int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
 
 int AFactionMember::luckValAndBonusList(TConstBonusListPtr & bonusList) const
 {
-	if(getBonusBearer()->hasBonusOfType(Bonus::NO_LUCK))
+	if(getBonusBearer()->hasBonusOfType(BonusType::NO_LUCK))
 	{
 		if(bonusList && !bonusList->empty())
 			bonusList = std::make_shared<const BonusList>();
 		return 0;
 	}
 
-	static const auto luckSelector = Selector::type()(Bonus::LUCK);
+	static const auto luckSelector = Selector::type()(BonusType::LUCK);
 	static const std::string cachingStrLuck = "type_LUCK";
 	bonusList = getBonusBearer()->getBonuses(luckSelector, cachingStrLuck);
 
@@ -149,7 +149,7 @@ int AFactionMember::luckVal() const
 ui32 ACreature::getMaxHealth() const
 {
 	const std::string cachingStr = "type_STACK_HEALTH";
-	static const auto selector = Selector::type()(Bonus::STACK_HEALTH);
+	static const auto selector = Selector::type()(BonusType::STACK_HEALTH);
 	auto value = getBonusBearer()->valOfBonuses(selector, cachingStr);
 	return std::max(1, value); //never 0
 }
@@ -157,26 +157,26 @@ ui32 ACreature::getMaxHealth() const
 ui32 ACreature::speed(int turn, bool useBind) const
 {
 	//war machines cannot move
-	if(getBonusBearer()->hasBonus(Selector::type()(Bonus::SIEGE_WEAPON).And(Selector::turns(turn))))
+	if(getBonusBearer()->hasBonus(Selector::type()(BonusType::SIEGE_WEAPON).And(Selector::turns(turn))))
 	{
 		return 0;
 	}
 	//bind effect check - doesn't influence stack initiative
-	if(useBind && getBonusBearer()->hasBonus(Selector::type()(Bonus::BIND_EFFECT).And(Selector::turns(turn))))
+	if(useBind && getBonusBearer()->hasBonus(Selector::type()(BonusType::BIND_EFFECT).And(Selector::turns(turn))))
 	{
 		return 0;
 	}
 
-	return getBonusBearer()->valOfBonuses(Selector::type()(Bonus::STACKS_SPEED).And(Selector::turns(turn)));
+	return getBonusBearer()->valOfBonuses(Selector::type()(BonusType::STACKS_SPEED).And(Selector::turns(turn)));
 }
 
 bool ACreature::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation
 {
 	static const std::string cachingStr = "ACreature::isLiving";
-	static const CSelector selector = Selector::type()(Bonus::UNDEAD)
-		.Or(Selector::type()(Bonus::NON_LIVING))
-		.Or(Selector::type()(Bonus::GARGOYLE))
-		.Or(Selector::type()(Bonus::SIEGE_WEAPON));
+	static const CSelector selector = Selector::type()(BonusType::UNDEAD)
+		.Or(Selector::type()(BonusType::NON_LIVING))
+		.Or(Selector::type()(BonusType::GARGOYLE))
+		.Or(Selector::type()(BonusType::SIEGE_WEAPON));
 
 	return !getBonusBearer()->hasBonus(selector, cachingStr);
 }

+ 2 - 2
lib/BattleFieldHandler.cpp

@@ -27,9 +27,9 @@ BattleFieldInfo * BattleFieldHandler::loadFromJson(const std::string & scope, co
 	{
 		auto bonus = JsonUtils::parseBonus(b);
 
-		bonus->source = Bonus::TERRAIN_OVERLAY;
+		bonus->source = BonusSource::TERRAIN_OVERLAY;
 		bonus->sid = info->getIndex();
-		bonus->duration = Bonus::ONE_BATTLE;
+		bonus->duration = BonusDuration::ONE_BATTLE;
 
 		info->bonuses.push_back(bonus);
 	}

+ 10 - 10
lib/CArtHandler.cpp

@@ -256,8 +256,8 @@ std::string CArtifact::nodeName() const
 
 void CArtifact::addNewBonus(const std::shared_ptr<Bonus>& b)
 {
-	b->source = Bonus::ARTIFACT;
-	b->duration = Bonus::PERMANENT;
+	b->source = BonusSource::ARTIFACT;
+	b->duration = BonusDuration::PERMANENT;
 	b->description = getNameTranslated();
 	CBonusSystemNode::addNewBonus(b);
 }
@@ -275,21 +275,21 @@ void CArtifact::serializeJson(JsonSerializeFormat & handler)
 void CGrowingArtifact::levelUpArtifact (CArtifactInstance * art)
 {
 	auto b = std::make_shared<Bonus>();
-	b->type = Bonus::LEVEL_COUNTER;
+	b->type = BonusType::LEVEL_COUNTER;
 	b->val = 1;
-	b->duration = Bonus::COMMANDER_KILLED;
+	b->duration = BonusDuration::COMMANDER_KILLED;
 	art->accumulateBonus(b);
 
 	for(const auto & bonus : bonusesPerLevel)
 	{
-		if (art->valOfBonuses(Bonus::LEVEL_COUNTER) % bonus.first == 0) //every n levels
+		if (art->valOfBonuses(BonusType::LEVEL_COUNTER) % bonus.first == 0) //every n levels
 		{
 			art->accumulateBonus(std::make_shared<Bonus>(bonus.second));
 		}
 	}
 	for(const auto & bonus : thresholdBonuses)
 	{
-		if (art->valOfBonuses(Bonus::LEVEL_COUNTER) == bonus.first) //every n levels
+		if (art->valOfBonuses(BonusType::LEVEL_COUNTER) == bonus.first) //every n levels
 		{
 			art->addNewBonus(std::make_shared<Bonus>(bonus.second));
 		}
@@ -790,7 +790,7 @@ void CArtHandler::afterLoadFinalization()
 		for(auto &bonus : art->getExportedBonusList())
 		{
 			assert(art == objects[art->id]);
-			assert(bonus->source == Bonus::ARTIFACT);
+			assert(bonus->source == BonusSource::ARTIFACT);
 			bonus->sid = art->id;
 		}
 	}
@@ -822,7 +822,7 @@ std::string CArtifactInstance::nodeName() const
 CArtifactInstance * CArtifactInstance::createScroll(const SpellID & sid)
 {
 	auto * ret = new CArtifactInstance(VLC->arth->objects[ArtifactID::SPELL_SCROLL]);
-	auto b = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT_INSTANCE, -1, ArtifactID::SPELL_SCROLL, sid);
+	auto b = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::SPELL, BonusSource::ARTIFACT_INSTANCE, -1, ArtifactID::SPELL_SCROLL, sid);
 	ret->addNewBonus(b);
 	return ret;
 }
@@ -903,7 +903,7 @@ CArtifactInstance * CArtifactInstance::createNewArtifactInstance(CArtifact *Art)
 		if (dynamic_cast<CGrowingArtifact *>(Art))
 		{
 			auto bonus = std::make_shared<Bonus>();
-			bonus->type = Bonus::LEVEL_COUNTER;
+			bonus->type = BonusType::LEVEL_COUNTER;
 			bonus->val = 0;
 			ret->addNewBonus (bonus);
 		}
@@ -963,7 +963,7 @@ void CArtifactInstance::deserializationFix()
 
 SpellID CArtifactInstance::getScrollSpellID() const
 {
-	const auto b = getBonusLocalFirst(Selector::type()(Bonus::SPELL));
+	const auto b = getBonusLocalFirst(Selector::type()(BonusType::SPELL));
 	if(!b)
 	{
 		logMod->warn("Warning: %s doesn't bear any spell!", nodeName());

+ 11 - 11
lib/CBonusTypeHandler.cpp

@@ -66,7 +66,7 @@ CBonusTypeHandler::~CBonusTypeHandler()
 
 std::string CBonusTypeHandler::bonusToString(const std::shared_ptr<Bonus> & bonus, const IBonusBearer * bearer, bool description) const
 {
-	const CBonusType & bt = bonusTypes[bonus->type];
+	const CBonusType & bt = bonusTypes[vstd::to_underlying(bonus->type)];
 	if(bt.hidden)
 		return "";
 
@@ -92,14 +92,14 @@ std::string CBonusTypeHandler::bonusToGraphics(const std::shared_ptr<Bonus> & bo
 
 	switch(bonus->type)
 	{
-	case Bonus::SPELL_IMMUNITY:
+	case BonusType::SPELL_IMMUNITY:
 	{
 		fullPath = true;
 		const CSpell * sp = SpellID(bonus->subtype).toSpell();
 		fileName = sp->getIconImmune();
 		break;
 	}
-	case Bonus::FIRE_IMMUNITY:
+	case BonusType::FIRE_IMMUNITY:
 		switch(bonus->subtype)
 		{
 		case 0:
@@ -113,7 +113,7 @@ std::string CBonusTypeHandler::bonusToGraphics(const std::shared_ptr<Bonus> & bo
 			break;//direct damage
 		}
 		break;
-	case Bonus::WATER_IMMUNITY:
+	case BonusType::WATER_IMMUNITY:
 		switch(bonus->subtype)
 		{
 		case 0:
@@ -127,7 +127,7 @@ std::string CBonusTypeHandler::bonusToGraphics(const std::shared_ptr<Bonus> & bo
 			break;//direct damage
 		}
 		break;
-	case Bonus::AIR_IMMUNITY:
+	case BonusType::AIR_IMMUNITY:
 		switch(bonus->subtype)
 		{
 		case 0:
@@ -141,7 +141,7 @@ std::string CBonusTypeHandler::bonusToGraphics(const std::shared_ptr<Bonus> & bo
 			break;//direct damage
 		}
 		break;
-	case Bonus::EARTH_IMMUNITY:
+	case BonusType::EARTH_IMMUNITY:
 		switch(bonus->subtype)
 		{
 		case 0:
@@ -153,7 +153,7 @@ std::string CBonusTypeHandler::bonusToGraphics(const std::shared_ptr<Bonus> & bo
 			break;//not positive
 		}
 		break;
-	case Bonus::LEVEL_SPELL_IMMUNITY:
+	case BonusType::LEVEL_SPELL_IMMUNITY:
 	{
 		if(vstd::iswithin(bonus->val, 1, 5))
 		{
@@ -161,7 +161,7 @@ std::string CBonusTypeHandler::bonusToGraphics(const std::shared_ptr<Bonus> & bo
 		}
 		break;
 	}
-	case Bonus::KING:
+	case BonusType::KING:
 	{
 		if(vstd::iswithin(bonus->val, 0, 3))
 		{
@@ -169,7 +169,7 @@ std::string CBonusTypeHandler::bonusToGraphics(const std::shared_ptr<Bonus> & bo
 		}
 		break;
 	}
-	case Bonus::GENERAL_DAMAGE_REDUCTION:
+	case BonusType::GENERAL_DAMAGE_REDUCTION:
 	{
 		switch(bonus->subtype)
 		{
@@ -185,7 +185,7 @@ std::string CBonusTypeHandler::bonusToGraphics(const std::shared_ptr<Bonus> & bo
 
 	default:
 		{
-			const CBonusType & bt = bonusTypes[bonus->type];
+			const CBonusType & bt = bonusTypes[vstd::to_underlying(bonus->type)];
 			fileName = bt.icon;
 			fullPath = true;
 		}
@@ -224,7 +224,7 @@ void CBonusTypeHandler::load(const JsonNode & config)
 		}
 		else
 		{
-			CBonusType & bt = bonusTypes[it->second];
+			CBonusType & bt = bonusTypes[vstd::to_underlying(it->second)];
 
 			loadItem(node.second, bt, node.first);
 			logBonus->trace("Loaded bonus type %s", node.first);

+ 1 - 3
lib/CBonusTypeHandler.h

@@ -19,8 +19,6 @@ VCMI_LIB_NAMESPACE_BEGIN
 
 class JsonNode;
 
-using BonusTypeID = Bonus::BonusType;
-
 class DLL_LINKAGE CBonusType
 {
 public:
@@ -67,7 +65,7 @@ private:
 	void load(const JsonNode & config);
 	void loadItem(const JsonNode & source, CBonusType & dest, const std::string & name) const;
 
-	std::vector<CBonusType> bonusTypes; //index = BonusTypeID
+	std::vector<CBonusType> bonusTypes; //index = BonusType
 };
 
 VCMI_LIB_NAMESPACE_END

+ 109 - 109
lib/CCreatureHandler.cpp

@@ -113,49 +113,49 @@ FactionID CCreature::getFaction() const
 
 int32_t CCreature::getBaseAttack() const
 {
-	static const auto SELECTOR = Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK).And(Selector::sourceTypeSel(Bonus::CREATURE_ABILITY));
+	static const auto SELECTOR = Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::ATTACK).And(Selector::sourceTypeSel(BonusSource::CREATURE_ABILITY));
 	return getExportedBonusList().valOfBonuses(SELECTOR);
 }
 
 int32_t CCreature::getBaseDefense() const
 {
-	static const auto SELECTOR = Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE).And(Selector::sourceTypeSel(Bonus::CREATURE_ABILITY));
+	static const auto SELECTOR = Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE).And(Selector::sourceTypeSel(BonusSource::CREATURE_ABILITY));
 	return getExportedBonusList().valOfBonuses(SELECTOR);
 }
 
 int32_t CCreature::getBaseDamageMin() const
 {
-	static const auto SELECTOR = Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1).And(Selector::sourceTypeSel(Bonus::CREATURE_ABILITY));
+	static const auto SELECTOR = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 1).And(Selector::sourceTypeSel(BonusSource::CREATURE_ABILITY));
 	return getExportedBonusList().valOfBonuses(SELECTOR);
 }
 
 int32_t CCreature::getBaseDamageMax() const
 {
-	static const auto SELECTOR = Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2).And(Selector::sourceTypeSel(Bonus::CREATURE_ABILITY));
+	static const auto SELECTOR = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 2).And(Selector::sourceTypeSel(BonusSource::CREATURE_ABILITY));
 	return getExportedBonusList().valOfBonuses(SELECTOR);
 }
 
 int32_t CCreature::getBaseHitPoints() const
 {
-	static const auto SELECTOR = Selector::type()(Bonus::STACK_HEALTH).And(Selector::sourceTypeSel(Bonus::CREATURE_ABILITY));
+	static const auto SELECTOR = Selector::type()(BonusType::STACK_HEALTH).And(Selector::sourceTypeSel(BonusSource::CREATURE_ABILITY));
 	return getExportedBonusList().valOfBonuses(SELECTOR);
 }
 
 int32_t CCreature::getBaseSpellPoints() const
 {
-	static const auto SELECTOR = Selector::type()(Bonus::CASTS).And(Selector::sourceTypeSel(Bonus::CREATURE_ABILITY));
+	static const auto SELECTOR = Selector::type()(BonusType::CASTS).And(Selector::sourceTypeSel(BonusSource::CREATURE_ABILITY));
 	return getExportedBonusList().valOfBonuses(SELECTOR);
 }
 
 int32_t CCreature::getBaseSpeed() const
 {
-	static const auto SELECTOR = Selector::type()(Bonus::STACKS_SPEED).And(Selector::sourceTypeSel(Bonus::CREATURE_ABILITY));
+	static const auto SELECTOR = Selector::type()(BonusType::STACKS_SPEED).And(Selector::sourceTypeSel(BonusSource::CREATURE_ABILITY));
 	return getExportedBonusList().valOfBonuses(SELECTOR);
 }
 
 int32_t CCreature::getBaseShots() const
 {
-	static const auto SELECTOR = Selector::type()(Bonus::SHOTS).And(Selector::sourceTypeSel(Bonus::CREATURE_ABILITY));
+	static const auto SELECTOR = Selector::type()(BonusType::SHOTS).And(Selector::sourceTypeSel(BonusSource::CREATURE_ABILITY));
 	return getExportedBonusList().valOfBonuses(SELECTOR);
 }
 
@@ -291,9 +291,9 @@ CCreature::CCreature()
 	fightValue = AIValue = growth = hordeGrowth = ammMin = ammMax = 0;
 }
 
-void CCreature::addBonus(int val, Bonus::BonusType type, int subtype)
+void CCreature::addBonus(int val, BonusType type, int subtype)
 {
-	auto selector = Selector::typeSubtype(type, subtype).And(Selector::source(Bonus::CREATURE_ABILITY, getIndex()));
+	auto selector = Selector::typeSubtype(type, subtype).And(Selector::source(BonusSource::CREATURE_ABILITY, getIndex()));
 	BonusList & exported = getExportedBonusList();
 
 	BonusList existing;
@@ -301,7 +301,7 @@ void CCreature::addBonus(int val, Bonus::BonusType type, int subtype)
 
 	if(existing.empty())
 	{
-		auto added = std::make_shared<Bonus>(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, getIndex(), subtype, Bonus::BASE_NUMBER);
+		auto added = std::make_shared<Bonus>(BonusDuration::PERMANENT, type, BonusSource::CREATURE_ABILITY, val, getIndex(), subtype, BonusValueType::BASE_NUMBER);
 		addNewBonus(added);
 	}
 	else
@@ -339,28 +339,28 @@ void CCreature::updateFrom(const JsonNode & data)
 		serializeJson(handler);
 
 		if(!configNode["hitPoints"].isNull())
-			addBonus(configNode["hitPoints"].Integer(), Bonus::STACK_HEALTH);
+			addBonus(configNode["hitPoints"].Integer(), BonusType::STACK_HEALTH);
 
 		if(!configNode["speed"].isNull())
-			addBonus(configNode["speed"].Integer(), Bonus::STACKS_SPEED);
+			addBonus(configNode["speed"].Integer(), BonusType::STACKS_SPEED);
 
 		if(!configNode["attack"].isNull())
-			addBonus(configNode["attack"].Integer(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
+			addBonus(configNode["attack"].Integer(), BonusType::PRIMARY_SKILL, PrimarySkill::ATTACK);
 
 		if(!configNode["defense"].isNull())
-			addBonus(configNode["defense"].Integer(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
+			addBonus(configNode["defense"].Integer(), BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE);
 
 		if(!configNode["damage"]["min"].isNull())
-			addBonus(configNode["damage"]["min"].Integer(), Bonus::CREATURE_DAMAGE, 1);
+			addBonus(configNode["damage"]["min"].Integer(), BonusType::CREATURE_DAMAGE, 1);
 
 		if(!configNode["damage"]["max"].isNull())
-			addBonus(configNode["damage"]["max"].Integer(), Bonus::CREATURE_DAMAGE, 2);
+			addBonus(configNode["damage"]["max"].Integer(), BonusType::CREATURE_DAMAGE, 2);
 
 		if(!configNode["shots"].isNull())
-			addBonus(configNode["shots"].Integer(), Bonus::SHOTS);
+			addBonus(configNode["shots"].Integer(), BonusType::SHOTS);
 
 		if(!configNode["spellPoints"].isNull())
-			addBonus(configNode["spellPoints"].Integer(), Bonus::CASTS);
+			addBonus(configNode["spellPoints"].Integer(), BonusType::CASTS);
 	}
 
 
@@ -601,18 +601,18 @@ CCreature * CCreatureHandler::loadFromJson(const std::string & scope, const Json
 	VLC->generaltexth->registerString(scope, cre->getNameSingularTextID(), node["name"]["singular"].String());
 	VLC->generaltexth->registerString(scope, cre->getNamePluralTextID(), node["name"]["plural"].String());
 
-	cre->addBonus(node["hitPoints"].Integer(), Bonus::STACK_HEALTH);
-	cre->addBonus(node["speed"].Integer(), Bonus::STACKS_SPEED);
-	cre->addBonus(node["attack"].Integer(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
-	cre->addBonus(node["defense"].Integer(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
+	cre->addBonus(node["hitPoints"].Integer(), BonusType::STACK_HEALTH);
+	cre->addBonus(node["speed"].Integer(), BonusType::STACKS_SPEED);
+	cre->addBonus(node["attack"].Integer(), BonusType::PRIMARY_SKILL, PrimarySkill::ATTACK);
+	cre->addBonus(node["defense"].Integer(), BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE);
 
-	cre->addBonus(node["damage"]["min"].Integer(), Bonus::CREATURE_DAMAGE, 1);
-	cre->addBonus(node["damage"]["max"].Integer(), Bonus::CREATURE_DAMAGE, 2);
+	cre->addBonus(node["damage"]["min"].Integer(), BonusType::CREATURE_DAMAGE, 1);
+	cre->addBonus(node["damage"]["max"].Integer(), BonusType::CREATURE_DAMAGE, 2);
 
 	assert(node["damage"]["min"].Integer() <= node["damage"]["max"].Integer());
 
 	if(!node["shots"].isNull())
-		cre->addBonus(node["shots"].Integer(), Bonus::SHOTS);
+		cre->addBonus(node["shots"].Integer(), BonusType::SHOTS);
 
 	loadStackExperience(cre, node["stackExperience"]);
 	loadJsonAnimation(cre, node["graphics"]);
@@ -708,8 +708,8 @@ void CCreatureHandler::loadCrExpMod()
 			expBonParser.endLine();
 		}
 		//skeleton gets exp penalty
-		objects[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
-		objects[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
+		objects[56].get()->addBonus(-50, BonusType::EXP_MULTIPLIER, -1);
+		objects[57].get()->addBonus(-50, BonusType::EXP_MULTIPLIER, -1);
 		//exp for tier >7, rank 11
 		expRanks[0].push_back(147000);
 		expAfterUpgrade = 75; //percent
@@ -740,10 +740,10 @@ void CCreatureHandler::loadCrExpBon(CBonusSystemNode & globalEffects)
 		CLegacyConfigParser parser("DATA/CREXPBON.TXT");
 
 		Bonus b; //prototype with some default properties
-		b.source = Bonus::STACK_EXPERIENCE;
-		b.duration = Bonus::PERMANENT;
-		b.valType = Bonus::ADDITIVE_VALUE;
-		b.effectRange = Bonus::NO_LIMIT;
+		b.source = BonusSource::STACK_EXPERIENCE;
+		b.duration = BonusDuration::PERMANENT;
+		b.valType = BonusValueType::ADDITIVE_VALUE;
+		b.effectRange = BonusLimitEffect::NO_LIMIT;
 		b.additionalInfo = 0;
 		b.turnsRemain = 0;
 		BonusList bl;
@@ -887,9 +887,9 @@ void CCreatureHandler::loadCreatureJson(CCreature * creature, const JsonNode & c
 			if (!ability.second.isNull())
 			{
 				auto b = JsonUtils::parseBonus(ability.second);
-				b->source = Bonus::CREATURE_ABILITY;
+				b->source = BonusSource::CREATURE_ABILITY;
 				b->sid = creature->getIndex();
-				b->duration = Bonus::PERMANENT;
+				b->duration = BonusDuration::PERMANENT;
 				creature->addNewBonus(b);
 			}
 		}
@@ -905,9 +905,9 @@ void CCreatureHandler::loadCreatureJson(CCreature * creature, const JsonNode & c
 			else
 			{
 				auto b = JsonUtils::parseBonus(ability);
-				b->source = Bonus::CREATURE_ABILITY;
+				b->source = BonusSource::CREATURE_ABILITY;
 				b->sid = creature->getIndex();
-				b->duration = Bonus::PERMANENT;
+				b->duration = BonusDuration::PERMANENT;
 				creature->addNewBonus(b);
 			}
 		}
@@ -977,8 +977,8 @@ void CCreatureHandler::loadStackExperience(CCreature * creature, const JsonNode
 					// we can not create copies since identifiers resolution does not tracks copies
 					// leading to unset identifier values in copies
 					auto bonus = JsonUtils::parseBonus (exp["bonus"]);
-					bonus->source = Bonus::STACK_EXPERIENCE;
-					bonus->duration = Bonus::PERMANENT;
+					bonus->source = BonusSource::STACK_EXPERIENCE;
+					bonus->duration = BonusDuration::PERMANENT;
 					bonus->limiter = std::make_shared<RankRangeLimiter>(RankRangeLimiter(lowerLimit));
 					creature->addNewBonus (bonus);
 					break; //TODO: allow bonuses to turn off?
@@ -997,8 +997,8 @@ void CCreatureHandler::loadStackExperience(CCreature * creature, const JsonNode
 					bonusInput["val"].Float() = static_cast<int>(val.Float()) - lastVal;
 
 					auto bonus = JsonUtils::parseBonus (bonusInput);
-					bonus->source = Bonus::STACK_EXPERIENCE;
-					bonus->duration = Bonus::PERMANENT;
+					bonus->source = BonusSource::STACK_EXPERIENCE;
+					bonus->duration = BonusDuration::PERMANENT;
 					bonus->limiter.reset (new RankRangeLimiter(lowerLimit));
 					creature->addNewBonus (bonus);
 				}
@@ -1018,55 +1018,55 @@ void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigPars
 	switch (buf[0])
 	{
 	case 'H':
-		b.type = Bonus::STACK_HEALTH;
-		b.valType = Bonus::PERCENT_TO_BASE;
+		b.type = BonusType::STACK_HEALTH;
+		b.valType = BonusValueType::PERCENT_TO_BASE;
 		break;
 	case 'A':
-		b.type = Bonus::PRIMARY_SKILL;
+		b.type = BonusType::PRIMARY_SKILL;
 		b.subtype = PrimarySkill::ATTACK;
 		break;
 	case 'D':
-		b.type = Bonus::PRIMARY_SKILL;
+		b.type = BonusType::PRIMARY_SKILL;
 		b.subtype = PrimarySkill::DEFENSE;
 		break;
 	case 'M': //Max damage
-		b.type = Bonus::CREATURE_DAMAGE;
+		b.type = BonusType::CREATURE_DAMAGE;
 		b.subtype = 2;
 		break;
 	case 'm': //Min damage
-		b.type = Bonus::CREATURE_DAMAGE;
+		b.type = BonusType::CREATURE_DAMAGE;
 		b.subtype = 1;
 		break;
 	case 'S':
-		b.type = Bonus::STACKS_SPEED; break;
+		b.type = BonusType::STACKS_SPEED; break;
 	case 'O':
-		b.type = Bonus::SHOTS; break;
+		b.type = BonusType::SHOTS; break;
 	case 'b':
-		b.type = Bonus::ENEMY_DEFENCE_REDUCTION; break;
+		b.type = BonusType::ENEMY_DEFENCE_REDUCTION; break;
 	case 'C':
-		b.type = Bonus::CHANGES_SPELL_COST_FOR_ALLY; break;
+		b.type = BonusType::CHANGES_SPELL_COST_FOR_ALLY; break;
 	case 'd':
-		b.type = Bonus::DEFENSIVE_STANCE; break;
+		b.type = BonusType::DEFENSIVE_STANCE; break;
 	case 'e':
-		b.type = Bonus::DOUBLE_DAMAGE_CHANCE;
+		b.type = BonusType::DOUBLE_DAMAGE_CHANCE;
 		b.subtype = 0;
 		break;
 	case 'E':
-		b.type = Bonus::DEATH_STARE;
+		b.type = BonusType::DEATH_STARE;
 		b.subtype = 0; //Gorgon
 		break;
 	case 'F':
-		b.type = Bonus::FEAR; break;
+		b.type = BonusType::FEAR; break;
 	case 'g':
-		b.type = Bonus::SPELL_DAMAGE_REDUCTION;
+		b.type = BonusType::SPELL_DAMAGE_REDUCTION;
 		b.subtype = -1; //all magic schools
 		break;
 	case 'P':
-		b.type = Bonus::CASTS; break;
+		b.type = BonusType::CASTS; break;
 	case 'R':
-		b.type = Bonus::ADDITIONAL_RETALIATION; break;
+		b.type = BonusType::ADDITIONAL_RETALIATION; break;
 	case 'W':
-		b.type = Bonus::MAGIC_RESISTANCE;
+		b.type = BonusType::MAGIC_RESISTANCE;
 		b.subtype = 0; //otherwise creature window goes crazy
 		break;
 	case 'f': //on-off skill
@@ -1074,44 +1074,44 @@ void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigPars
 		switch (mod[0])
 		{
 			case 'A':
-				b.type = Bonus::ATTACKS_ALL_ADJACENT; break;
+				b.type = BonusType::ATTACKS_ALL_ADJACENT; break;
 			case 'b':
-				b.type = Bonus::RETURN_AFTER_STRIKE; break;
+				b.type = BonusType::RETURN_AFTER_STRIKE; break;
 			case 'B':
-				b.type = Bonus::TWO_HEX_ATTACK_BREATH; break;
+				b.type = BonusType::TWO_HEX_ATTACK_BREATH; break;
 			case 'c':
-				b.type = Bonus::JOUSTING; 
+				b.type = BonusType::JOUSTING; 
 				b.val = 5;
 				break;
 			case 'D':
-				b.type = Bonus::ADDITIONAL_ATTACK; break;
+				b.type = BonusType::ADDITIONAL_ATTACK; break;
 			case 'f':
-				b.type = Bonus::FEARLESS; break;
+				b.type = BonusType::FEARLESS; break;
 			case 'F':
-				b.type = Bonus::FLYING; break;
+				b.type = BonusType::FLYING; break;
 			case 'm':
-				b.type = Bonus::MORALE; break;
+				b.type = BonusType::MORALE; break;
 				b.val = 1;
-				b.valType = Bonus::INDEPENDENT_MAX;
+				b.valType = BonusValueType::INDEPENDENT_MAX;
 				break;
 			case 'M':
-				b.type = Bonus::NO_MORALE; break;
+				b.type = BonusType::NO_MORALE; break;
 			case 'p': //Mind spells
 			case 'P':
-				b.type = Bonus::MIND_IMMUNITY; break;
+				b.type = BonusType::MIND_IMMUNITY; break;
 			case 'r':
-				b.type = Bonus::REBIRTH; //on/off? makes sense?
+				b.type = BonusType::REBIRTH; //on/off? makes sense?
 				b.subtype = 0;
 				b.val = 20; //arbitrary value
 				break;
 			case 'R':
-				b.type = Bonus::BLOCKS_RETALIATION; break;
+				b.type = BonusType::BLOCKS_RETALIATION; break;
 			case 's':
-				b.type = Bonus::FREE_SHOOTING; break;
+				b.type = BonusType::FREE_SHOOTING; break;
 			case 'u':
-				b.type = Bonus::SPELL_RESISTANCE_AURA; break;
+				b.type = BonusType::SPELL_RESISTANCE_AURA; break;
 			case 'U':
-				b.type = Bonus::UNDEAD; break;
+				b.type = BonusType::UNDEAD; break;
 			default:
 				logGlobal->trace("Not parsed bonus %s %s", buf, mod);
 				return;
@@ -1123,42 +1123,42 @@ void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigPars
 		switch (mod[0])
 		{
 			case 'B': //Blind
-				b.type = Bonus::SPELL_IMMUNITY;
+				b.type = BonusType::SPELL_IMMUNITY;
 				b.subtype = SpellID::BLIND;
 				b.additionalInfo = 0;//normal immunity
 				break;
 			case 'H': //Hypnotize
-				b.type = Bonus::SPELL_IMMUNITY;
+				b.type = BonusType::SPELL_IMMUNITY;
 				b.subtype = SpellID::HYPNOTIZE;
 				b.additionalInfo = 0;//normal immunity
 				break;
 			case 'I': //Implosion
-				b.type = Bonus::SPELL_IMMUNITY;
+				b.type = BonusType::SPELL_IMMUNITY;
 				b.subtype = SpellID::IMPLOSION;
 				b.additionalInfo = 0;//normal immunity
 				break;
 			case 'K': //Berserk
-				b.type = Bonus::SPELL_IMMUNITY;
+				b.type = BonusType::SPELL_IMMUNITY;
 				b.subtype = SpellID::BERSERK;
 				b.additionalInfo = 0;//normal immunity
 				break;
 			case 'M': //Meteor Shower
-				b.type = Bonus::SPELL_IMMUNITY;
+				b.type = BonusType::SPELL_IMMUNITY;
 				b.subtype = SpellID::METEOR_SHOWER;
 				b.additionalInfo = 0;//normal immunity
 				break;
 			case 'N': //dispell beneficial spells
-				b.type = Bonus::SPELL_IMMUNITY;
+				b.type = BonusType::SPELL_IMMUNITY;
 				b.subtype = SpellID::DISPEL_HELPFUL_SPELLS;
 				b.additionalInfo = 0;//normal immunity
 				break;
 			case 'R': //Armageddon
-				b.type = Bonus::SPELL_IMMUNITY;
+				b.type = BonusType::SPELL_IMMUNITY;
 				b.subtype = SpellID::ARMAGEDDON;
 				b.additionalInfo = 0;//normal immunity
 				break;
 			case 'S': //Slow
-				b.type = Bonus::SPELL_IMMUNITY;
+				b.type = BonusType::SPELL_IMMUNITY;
 				b.subtype = SpellID::SLOW;
 				b.additionalInfo = 0;//normal immunity
 				break;
@@ -1166,61 +1166,61 @@ void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigPars
 			case '7':
 			case '8':
 			case '9':
-				b.type = Bonus::LEVEL_SPELL_IMMUNITY;
+				b.type = BonusType::LEVEL_SPELL_IMMUNITY;
 				b.val = std::atoi(mod.c_str()) - 5;
 				break;
 			case ':':
-				b.type = Bonus::LEVEL_SPELL_IMMUNITY;
+				b.type = BonusType::LEVEL_SPELL_IMMUNITY;
 				b.val = GameConstants::SPELL_LEVELS; //in case someone adds higher level spells?
 				break;
 			case 'F':
-				b.type = Bonus::FIRE_IMMUNITY;
+				b.type = BonusType::FIRE_IMMUNITY;
 				b.subtype = 1; //not positive
 				break;
 			case 'O':
-				b.type = Bonus::FIRE_IMMUNITY;
+				b.type = BonusType::FIRE_IMMUNITY;
 				b.subtype = 2; //only direct damage
 				break;
 			case 'f':
-				b.type = Bonus::FIRE_IMMUNITY;
+				b.type = BonusType::FIRE_IMMUNITY;
 				b.subtype = 0; //all
 				break;
 			case 'C':
-				b.type = Bonus::WATER_IMMUNITY;
+				b.type = BonusType::WATER_IMMUNITY;
 				b.subtype = 1; //not positive
 				break;
 			case 'W':
-				b.type = Bonus::WATER_IMMUNITY;
+				b.type = BonusType::WATER_IMMUNITY;
 				b.subtype = 2; //only direct damage
 				break;
 			case 'w':
-				b.type = Bonus::WATER_IMMUNITY;
+				b.type = BonusType::WATER_IMMUNITY;
 				b.subtype = 0; //all
 				break;
 			case 'E':
-				b.type = Bonus::EARTH_IMMUNITY;
+				b.type = BonusType::EARTH_IMMUNITY;
 				b.subtype = 2; //only direct damage
 				break;
 			case 'e':
-				b.type = Bonus::EARTH_IMMUNITY;
+				b.type = BonusType::EARTH_IMMUNITY;
 				b.subtype = 0; //all
 				break;
 			case 'A':
-				b.type = Bonus::AIR_IMMUNITY;
+				b.type = BonusType::AIR_IMMUNITY;
 				b.subtype = 2; //only direct damage
 				break;
 			case 'a':
-				b.type = Bonus::AIR_IMMUNITY;
+				b.type = BonusType::AIR_IMMUNITY;
 				b.subtype = 0; //all
 				break;
 			case 'D':
-				b.type = Bonus::DIRECT_DAMAGE_IMMUNITY;
+				b.type = BonusType::DIRECT_DAMAGE_IMMUNITY;
 				break;
 			case '0':
-				b.type = Bonus::RECEPTIVE;
+				b.type = BonusType::RECEPTIVE;
 				break;
 			case 'm':
-				b.type = Bonus::MIND_IMMUNITY;
+				b.type = BonusType::MIND_IMMUNITY;
 				break;
 			default:
 				logGlobal->trace("Not parsed bonus %s %s", buf, mod);
@@ -1230,38 +1230,38 @@ void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigPars
 
 	case 'i':
 		enable = true;
-		b.type = Bonus::NO_DISTANCE_PENALTY;
+		b.type = BonusType::NO_DISTANCE_PENALTY;
 		break;
 	case 'o':
 		enable = true;
-		b.type = Bonus::NO_WALL_PENALTY;
+		b.type = BonusType::NO_WALL_PENALTY;
 		break;
 
 	case 'a':
 	case 'c':
 	case 'K':
 	case 'k':
-		b.type = Bonus::SPELL_AFTER_ATTACK;
+		b.type = BonusType::SPELL_AFTER_ATTACK;
 		b.subtype = stringToNumber(mod);
 		break;
 	case 'h':
-		b.type= Bonus::HATE;
+		b.type = BonusType::HATE;
 		b.subtype = stringToNumber(mod);
 		break;
 	case 'p':
 	case 'J':
-		b.type = Bonus::SPELL_BEFORE_ATTACK;
+		b.type = BonusType::SPELL_BEFORE_ATTACK;
 		b.subtype = stringToNumber(mod);
 		b.additionalInfo = 3; //always expert?
 		break;
 	case 'r':
-		b.type = Bonus::HP_REGENERATION;
+		b.type = BonusType::HP_REGENERATION;
 		b.val = stringToNumber(mod);
 		break;
 	case 's':
-		b.type = Bonus::ENCHANTED;
+		b.type = BonusType::ENCHANTED;
 		b.subtype = stringToNumber(mod);
-		b.valType = Bonus::INDEPENDENT_MAX;
+		b.valType = BonusValueType::INDEPENDENT_MAX;
 		break;
 	default:
 		logGlobal->trace("Not parsed bonus %s %s", buf, mod);
@@ -1272,7 +1272,7 @@ void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigPars
 	{
 		case '+':
 		case '=': //should we allow percent values to stack or pick highest?
-			b.valType = Bonus::ADDITIVE_VALUE;
+			b.valType = BonusValueType::ADDITIVE_VALUE;
 			break;
 	}
 
@@ -1283,7 +1283,7 @@ void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigPars
 
 	if (enable) //0 and 2 means non-active, 1 - active
 	{
-		if (b.type != Bonus::REBIRTH)
+		if (b.type != BonusType::REBIRTH)
 			b.val = 0; //on-off ability, no value specified
 		parser.readNumber(); // 0 level is never active
 		for (int i = 1; i < 11; ++i)
@@ -1300,13 +1300,13 @@ void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigPars
 	else
 	{
 		lastVal = static_cast<si32>(parser.readNumber());
-		if (b.type == Bonus::HATE)
+		if (b.type == BonusType::HATE)
 			lastVal *= 10; //odd fix
 		//FIXME: value for zero level should be stored in our config files (independent of stack exp)
 		for (int i = 1; i < 11; ++i)
 		{
 			curVal = static_cast<si32>(parser.readNumber());
-			if (b.type == Bonus::HATE)
+			if (b.type == BonusType::HATE)
 				curVal *= 10; //odd fix
 			if (curVal > lastVal) //threshold, add new bonus
 			{

+ 1 - 1
lib/CCreatureHandler.h

@@ -202,7 +202,7 @@ public:
 
 	bool valid() const;
 
-	void addBonus(int val, Bonus::BonusType type, int subtype = -1);
+	void addBonus(int val, BonusType type, int subtype = -1);
 	std::string nodeName() const override;
 
 	template<typename RanGen>

+ 1 - 1
lib/CGameInfoCallback.cpp

@@ -314,7 +314,7 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
 	if(getPlayerRelations(getLocalPlayer(), hero->tempOwner) == PlayerRelations::ENEMIES)
 	{
 		//todo: bonus cashing
-		int disguiseLevel = h->valOfBonuses(Selector::typeSubtype(Bonus::DISGUISED, 0));
+		int disguiseLevel = h->valOfBonuses(Selector::typeSubtype(BonusType::DISGUISED, 0));
 
 		auto doBasicDisguise = [](InfoAboutHero & info)
 		{

+ 6 - 6
lib/CGameState.cpp

@@ -954,7 +954,7 @@ void CGameState::initGlobalBonuses()
 	for(const auto & b : baseBonuses.Struct())
 	{
 		auto bonus = JsonUtils::parseBonus(b.second);
-		bonus->source = Bonus::GLOBAL;//for all
+		bonus->source = BonusSource::GLOBAL;//for all
 		bonus->sid = -1; //there is one global object
 		globalEffects.addNewBonus(bonus);
 	}
@@ -1282,9 +1282,9 @@ void CGameState::prepareCrossoverHeroes(std::vector<CGameState::CampaignHeroRepl
 		{
 			for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
 			{
-				auto sel = Selector::type()(Bonus::PRIMARY_SKILL)
+				auto sel = Selector::type()(BonusType::PRIMARY_SKILL)
 					.And(Selector::subtype()(g))
-					.And(Selector::sourceType()(Bonus::HERO_BASE_SKILL));
+					.And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
 
 				cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
 			}
@@ -1614,7 +1614,7 @@ void CGameState::giveCampaignBonusToHero(CGHeroInstance * hero)
 					{
 						continue;
 					}
-					auto bb = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, *scenarioOps->campState->currentMap, g);
+					auto bb = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, *scenarioOps->campState->currentMap, g);
 					hero->addNewBonus(bb);
 				}
 			}
@@ -2022,7 +2022,7 @@ UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance &stack) const
 		t = dynamic_cast<const CGTownInstance *>(stack.armyObj);
 	else if(h)
 	{	//hero specialty
-		TConstBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->getId()));
+		TConstBonusListPtr lista = h->getBonuses(Selector::typeSubtype(BonusType::SPECIAL_UPGRADE, base->getId()));
 		for(const auto & it : *lista)
 		{
 			auto nid = CreatureID(it->additionalInfo[0]);
@@ -2590,7 +2590,7 @@ struct statsHLP
 		//Heroes can produce gold as well - skill, specialty or arts
 		for(const auto & h : ps->heroes)
 		{
-			totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, GameResID(EGameResID::GOLD)));
+			totalIncome += h->valOfBonuses(Selector::typeSubtype(BonusType::GENERATE_RESOURCE, GameResID(EGameResID::GOLD)));
 
 			if(!heroOrTown)
 				heroOrTown = h;

+ 5 - 5
lib/CHeroHandler.cpp

@@ -536,14 +536,14 @@ static std::vector<std::shared_ptr<Bonus>> createCreatureSpecialty(CreatureID ba
 		{
 			std::shared_ptr<Bonus> bonus = std::make_shared<Bonus>();
 			bonus->limiter.reset(new CCreatureTypeLimiter(specCreature, false));
-			bonus->type = Bonus::STACKS_SPEED;
+			bonus->type = BonusType::STACKS_SPEED;
 			bonus->val = 1;
 			result.push_back(bonus);
 		}
 
 		{
 			std::shared_ptr<Bonus> bonus = std::make_shared<Bonus>();
-			bonus->type = Bonus::PRIMARY_SKILL;
+			bonus->type = BonusType::PRIMARY_SKILL;
 			bonus->subtype = PrimarySkill::ATTACK;
 			bonus->val = 0;
 			bonus->limiter.reset(new CCreatureTypeLimiter(specCreature, false));
@@ -553,7 +553,7 @@ static std::vector<std::shared_ptr<Bonus>> createCreatureSpecialty(CreatureID ba
 
 		{
 			std::shared_ptr<Bonus> bonus = std::make_shared<Bonus>();
-			bonus->type = Bonus::PRIMARY_SKILL;
+			bonus->type = BonusType::PRIMARY_SKILL;
 			bonus->subtype = PrimarySkill::DEFENSE;
 			bonus->val = 0;
 			bonus->limiter.reset(new CCreatureTypeLimiter(specCreature, false));
@@ -600,8 +600,8 @@ void CHeroHandler::loadHeroSpecialty(CHero * hero, const JsonNode & node)
 {
 	auto prepSpec = [=](std::shared_ptr<Bonus> bonus)
 	{
-		bonus->duration = Bonus::PERMANENT;
-		bonus->source = Bonus::HERO_SPECIAL;
+		bonus->duration = BonusDuration::PERMANENT;
+		bonus->source = BonusSource::HERO_SPECIAL;
 		bonus->sid = hero->getIndex();
 		return bonus;
 	};

+ 36 - 36
lib/CPathfinder.cpp

@@ -963,7 +963,7 @@ bool CPathfinderHelper::addTeleportOneWayRandom(const CGTeleport * obj) const
 
 bool CPathfinderHelper::addTeleportWhirlpool(const CGWhirlpool * obj) const
 {
-	return options.useTeleportWhirlpool && hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION) && obj;
+	return options.useTeleportWhirlpool && hasBonusOfType(BonusType::WHIRLPOOL_PROTECTION) && obj;
 }
 
 int CPathfinderHelper::movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const
@@ -992,15 +992,15 @@ TurnInfo::BonusCache::BonusCache(const TConstBonusListPtr & bl)
 	for(const auto & terrain : VLC->terrainTypeHandler->objects)
 	{
 		noTerrainPenalty.push_back(static_cast<bool>(
-				bl->getFirst(Selector::type()(Bonus::NO_TERRAIN_PENALTY).And(Selector::subtype()(terrain->getIndex())))));
+				bl->getFirst(Selector::type()(BonusType::NO_TERRAIN_PENALTY).And(Selector::subtype()(terrain->getIndex())))));
 	}
 
-	freeShipBoarding = static_cast<bool>(bl->getFirst(Selector::type()(Bonus::FREE_SHIP_BOARDING)));
-	flyingMovement = static_cast<bool>(bl->getFirst(Selector::type()(Bonus::FLYING_MOVEMENT)));
-	flyingMovementVal = bl->valOfBonuses(Selector::type()(Bonus::FLYING_MOVEMENT));
-	waterWalking = static_cast<bool>(bl->getFirst(Selector::type()(Bonus::WATER_WALKING)));
-	waterWalkingVal = bl->valOfBonuses(Selector::type()(Bonus::WATER_WALKING));
-	pathfindingVal = bl->valOfBonuses(Selector::type()(Bonus::ROUGH_TERRAIN_DISCOUNT));
+	freeShipBoarding = static_cast<bool>(bl->getFirst(Selector::type()(BonusType::FREE_SHIP_BOARDING)));
+	flyingMovement = static_cast<bool>(bl->getFirst(Selector::type()(BonusType::FLYING_MOVEMENT)));
+	flyingMovementVal = bl->valOfBonuses(Selector::type()(BonusType::FLYING_MOVEMENT));
+	waterWalking = static_cast<bool>(bl->getFirst(Selector::type()(BonusType::WATER_WALKING)));
+	waterWalkingVal = bl->valOfBonuses(Selector::type()(BonusType::WATER_WALKING));
+	pathfindingVal = bl->valOfBonuses(Selector::type()(BonusType::ROUGH_TERRAIN_DISCOUNT));
 }
 
 TurnInfo::TurnInfo(const CGHeroInstance * Hero, const int turn):
@@ -1022,7 +1022,7 @@ bool TurnInfo::isLayerAvailable(const EPathfindingLayer & layer) const
 		if(hero && hero->boat && hero->boat->layer == EPathfindingLayer::AIR)
 			break;
 			
-		if(!hasBonusOfType(Bonus::FLYING_MOVEMENT))
+		if(!hasBonusOfType(BonusType::FLYING_MOVEMENT))
 			return false;
 
 		break;
@@ -1031,7 +1031,7 @@ bool TurnInfo::isLayerAvailable(const EPathfindingLayer & layer) const
 		if(hero && hero->boat && hero->boat->layer == EPathfindingLayer::WATER)
 			break;
 			
-		if(!hasBonusOfType(Bonus::WATER_WALKING))
+		if(!hasBonusOfType(BonusType::WATER_WALKING))
 			return false;
 
 		break;
@@ -1040,17 +1040,17 @@ bool TurnInfo::isLayerAvailable(const EPathfindingLayer & layer) const
 	return true;
 }
 
-bool TurnInfo::hasBonusOfType(Bonus::BonusType type, int subtype) const
+bool TurnInfo::hasBonusOfType(BonusType type, int subtype) const
 {
 	switch(type)
 	{
-	case Bonus::FREE_SHIP_BOARDING:
+	case BonusType::FREE_SHIP_BOARDING:
 		return bonusCache->freeShipBoarding;
-	case Bonus::FLYING_MOVEMENT:
+	case BonusType::FLYING_MOVEMENT:
 		return bonusCache->flyingMovement;
-	case Bonus::WATER_WALKING:
+	case BonusType::WATER_WALKING:
 		return bonusCache->waterWalking;
-	case Bonus::NO_TERRAIN_PENALTY:
+	case BonusType::NO_TERRAIN_PENALTY:
 		return bonusCache->noTerrainPenalty[subtype];
 	}
 
@@ -1058,15 +1058,15 @@ bool TurnInfo::hasBonusOfType(Bonus::BonusType type, int subtype) const
 			bonuses->getFirst(Selector::type()(type).And(Selector::subtype()(subtype))));
 }
 
-int TurnInfo::valOfBonuses(Bonus::BonusType type, int subtype) const
+int TurnInfo::valOfBonuses(BonusType type, int subtype) const
 {
 	switch(type)
 	{
-	case Bonus::FLYING_MOVEMENT:
+	case BonusType::FLYING_MOVEMENT:
 		return bonusCache->flyingMovementVal;
-	case Bonus::WATER_WALKING:
+	case BonusType::WATER_WALKING:
 		return bonusCache->waterWalkingVal;
-	case Bonus::ROUGH_TERRAIN_DISCOUNT:
+	case BonusType::ROUGH_TERRAIN_DISCOUNT:
 		return bonusCache->pathfindingVal;
 	}
 
@@ -1083,23 +1083,23 @@ int TurnInfo::getMaxMovePoints(const EPathfindingLayer & layer) const
 	return layer == EPathfindingLayer::SAIL ? maxMovePointsWater : maxMovePointsLand;
 }
 
-void TurnInfo::updateHeroBonuses(Bonus::BonusType type, const CSelector& sel) const
+void TurnInfo::updateHeroBonuses(BonusType type, const CSelector& sel) const
 {
 	switch(type)
 	{
-	case Bonus::FREE_SHIP_BOARDING:
-		bonusCache->freeShipBoarding = static_cast<bool>(bonuses->getFirst(Selector::type()(Bonus::FREE_SHIP_BOARDING)));
+	case BonusType::FREE_SHIP_BOARDING:
+		bonusCache->freeShipBoarding = static_cast<bool>(bonuses->getFirst(Selector::type()(BonusType::FREE_SHIP_BOARDING)));
 		break;
-	case Bonus::FLYING_MOVEMENT:
-		bonusCache->flyingMovement = static_cast<bool>(bonuses->getFirst(Selector::type()(Bonus::FLYING_MOVEMENT)));
-		bonusCache->flyingMovementVal = bonuses->valOfBonuses(Selector::type()(Bonus::FLYING_MOVEMENT));
+	case BonusType::FLYING_MOVEMENT:
+		bonusCache->flyingMovement = static_cast<bool>(bonuses->getFirst(Selector::type()(BonusType::FLYING_MOVEMENT)));
+		bonusCache->flyingMovementVal = bonuses->valOfBonuses(Selector::type()(BonusType::FLYING_MOVEMENT));
 		break;
-	case Bonus::WATER_WALKING:
-		bonusCache->waterWalking = static_cast<bool>(bonuses->getFirst(Selector::type()(Bonus::WATER_WALKING)));
-		bonusCache->waterWalkingVal = bonuses->valOfBonuses(Selector::type()(Bonus::WATER_WALKING));
+	case BonusType::WATER_WALKING:
+		bonusCache->waterWalking = static_cast<bool>(bonuses->getFirst(Selector::type()(BonusType::WATER_WALKING)));
+		bonusCache->waterWalkingVal = bonuses->valOfBonuses(Selector::type()(BonusType::WATER_WALKING));
 		break;
-	case Bonus::ROUGH_TERRAIN_DISCOUNT:
-		bonusCache->pathfindingVal = bonuses->valOfBonuses(Selector::type()(Bonus::ROUGH_TERRAIN_DISCOUNT));
+	case BonusType::ROUGH_TERRAIN_DISCOUNT:
+		bonusCache->pathfindingVal = bonuses->valOfBonuses(Selector::type()(BonusType::ROUGH_TERRAIN_DISCOUNT));
 		break;
 	default:
 		bonuses = hero->getAllBonuses(Selector::days(turn), Selector::all, nullptr, "");
@@ -1162,7 +1162,7 @@ const TurnInfo * CPathfinderHelper::getTurnInfo() const
 	return turnsInfo[turn];
 }
 
-bool CPathfinderHelper::hasBonusOfType(const Bonus::BonusType type, const int subtype) const
+bool CPathfinderHelper::hasBonusOfType(const BonusType type, const int subtype) const
 {
 	return turnsInfo[turn]->hasBonusOfType(type, subtype);
 }
@@ -1248,11 +1248,11 @@ int CPathfinderHelper::getMovementCost(
 
 	bool isWaterLayer;
 	if(indeterminate(isDstWaterLayer))
-		isWaterLayer = ((hero->boat && hero->boat->layer == EPathfindingLayer::WATER) || ti->hasBonusOfType(Bonus::WATER_WALKING)) && dt->terType->isWater();
+		isWaterLayer = ((hero->boat && hero->boat->layer == EPathfindingLayer::WATER) || ti->hasBonusOfType(BonusType::WATER_WALKING)) && dt->terType->isWater();
 	else
 		isWaterLayer = static_cast<bool>(isDstWaterLayer);
 	
-	bool isAirLayer = (hero->boat && hero->boat->layer == EPathfindingLayer::AIR) || ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
+	bool isAirLayer = (hero->boat && hero->boat->layer == EPathfindingLayer::AIR) || ti->hasBonusOfType(BonusType::FLYING_MOVEMENT);
 
 	int ret = hero->getTileCost(*dt, *ct, ti);
 	if(isSailLayer)
@@ -1261,9 +1261,9 @@ int CPathfinderHelper::getMovementCost(
 			ret = static_cast<int>(ret * 2.0 / 3);
 	}
 	else if(isAirLayer)
-		vstd::amin(ret, GameConstants::BASE_MOVEMENT_COST + ti->valOfBonuses(Bonus::FLYING_MOVEMENT));
-	else if(isWaterLayer && ti->hasBonusOfType(Bonus::WATER_WALKING))
-		ret = static_cast<int>(ret * (100.0 + ti->valOfBonuses(Bonus::WATER_WALKING)) / 100.0);
+		vstd::amin(ret, GameConstants::BASE_MOVEMENT_COST + ti->valOfBonuses(BonusType::FLYING_MOVEMENT));
+	else if(isWaterLayer && ti->hasBonusOfType(BonusType::WATER_WALKING))
+		ret = static_cast<int>(ret * (100.0 + ti->valOfBonuses(BonusType::WATER_WALKING)) / 100.0);
 
 	if(src.x != dst.x && src.y != dst.y) //it's diagonal move
 	{

+ 4 - 4
lib/CPathfinder.h

@@ -530,9 +530,9 @@ struct DLL_LINKAGE TurnInfo
 
 	TurnInfo(const CGHeroInstance * Hero, const int Turn = 0);
 	bool isLayerAvailable(const EPathfindingLayer & layer) const;
-	bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
-	int valOfBonuses(const Bonus::BonusType type, const int subtype = -1) const;
-	void updateHeroBonuses(Bonus::BonusType type, const CSelector& sel) const;
+	bool hasBonusOfType(const BonusType type, const int subtype = -1) const;
+	int valOfBonuses(const BonusType type, const int subtype = -1) const;
+	void updateHeroBonuses(BonusType type, const CSelector& sel) const;
 	int getMaxMovePoints(const EPathfindingLayer & layer) const;
 };
 
@@ -561,7 +561,7 @@ public:
 	void updateTurnInfo(const int turn = 0);
 	bool isLayerAvailable(const EPathfindingLayer & layer) const;
 	const TurnInfo * getTurnInfo() const;
-	bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
+	bool hasBonusOfType(const BonusType type, const int subtype = -1) const;
 	int getMaxMovePoints(const EPathfindingLayer & layer) const;
 
 	std::vector<int3> getCastleGates(const PathNodeInfo & source) const;

+ 2 - 2
lib/CSkillHandler.cpp

@@ -90,9 +90,9 @@ SecondarySkill CSkill::getId() const
 
 void CSkill::addNewBonus(const std::shared_ptr<Bonus> & b, int level)
 {
-	b->source = Bonus::SECONDARY_SKILL;
+	b->source = BonusSource::SECONDARY_SKILL;
 	b->sid = id;
-	b->duration = Bonus::PERMANENT;
+	b->duration = BonusDuration::PERMANENT;
 	b->description = getNameTranslated();
 	levels[level-1].effects.push_back(b);
 }

+ 7 - 7
lib/CStack.cpp

@@ -96,7 +96,7 @@ si32 CStack::magicResistance() const
 	for(const auto * one : battle->battleAdjacentUnits(this))
 	{
 		if(one->unitOwner() == owner)
-			vstd::amax(auraBonus, one->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
+			vstd::amax(auraBonus, one->valOfBonuses(BonusType::SPELL_RESISTANCE_AURA)); //max value
 	}
 	vstd::abetween(auraBonus, 0, 100);
 	vstd::abetween(magicResistance, 0, 100);
@@ -125,11 +125,11 @@ std::vector<si32> CStack::activeSpells() const
 	std::vector<si32> ret;
 
 	std::stringstream cachingStr;
-	cachingStr << "!type_" << Bonus::NONE << "source_" << Bonus::SPELL_EFFECT;
-	CSelector selector = Selector::sourceType()(Bonus::SPELL_EFFECT)
+	cachingStr << "!type_" << vstd::to_underlying(BonusType::NONE) << "source_" << vstd::to_underlying(BonusSource::SPELL_EFFECT);
+	CSelector selector = Selector::sourceType()(BonusSource::SPELL_EFFECT)
 						 .And(CSelector([](const Bonus * b)->bool
 	{
-		return b->type != Bonus::NONE && SpellID(b->sid).toSpell() && !SpellID(b->sid).toSpell()->isAdventure();
+		return b->type != BonusType::NONE && SpellID(b->sid).toSpell() && !SpellID(b->sid).toSpell()->isAdventure();
 	}));
 
 	TConstBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str());
@@ -198,7 +198,7 @@ void CStack::prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand, const
 	{
 		bsa.flags |= BattleStackAttacked::KILLED;
 
-		auto resurrectValue = customState->valOfBonuses(Bonus::REBIRTH);
+		auto resurrectValue = customState->valOfBonuses(BonusType::REBIRTH);
 
 		if(resurrectValue > 0 && customState->canCast()) //there must be casts left
 		{
@@ -220,7 +220,7 @@ void CStack::prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand, const
 					resurrectedCount += 1;
 			}
 
-			if(customState->hasBonusOfType(Bonus::REBIRTH, 1))
+			if(customState->hasBonusOfType(BonusType::REBIRTH, 1))
 			{
 				// resurrect at least one Sacred Phoenix
 				vstd::amax(resurrectedCount, 1);
@@ -308,7 +308,7 @@ std::string CStack::getName() const
 
 bool CStack::canBeHealed() const
 {
-	return getFirstHPleft() < static_cast<int32_t>(getMaxHealth()) && isValidTarget() && !hasBonusOfType(Bonus::SIEGE_WEAPON);
+	return getFirstHPleft() < static_cast<int32_t>(getMaxHealth()) && isValidTarget() && !hasBonusOfType(BonusType::SIEGE_WEAPON);
 }
 
 bool CStack::isOnNativeTerrain() const

+ 11 - 11
lib/CTownHandler.cpp

@@ -500,7 +500,7 @@ void CTownHandler::addBonusesForVanilaBuilding(CBuilding * building) const
 	{
 		if(building->bid == BuildingID::TAVERN)
 		{
-			b = createBonus(building, Bonus::MORALE, +1);
+			b = createBonus(building, BonusType::MORALE, +1);
 		}
 	}
 	else
@@ -508,23 +508,23 @@ void CTownHandler::addBonusesForVanilaBuilding(CBuilding * building) const
 		switch(building->subId)
 		{
 		case BuildingSubID::BROTHERHOOD_OF_SWORD:
-			b = createBonus(building, Bonus::MORALE, +2);
+			b = createBonus(building, BonusType::MORALE, +2);
 			building->overrideBids.insert(BuildingID::TAVERN);
 			break;
 		case BuildingSubID::FOUNTAIN_OF_FORTUNE:
-			b = createBonus(building, Bonus::LUCK, +2);
+			b = createBonus(building, BonusType::LUCK, +2);
 			break;
 		case BuildingSubID::SPELL_POWER_GARRISON_BONUS:
-			b = createBonus(building, Bonus::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER);
+			b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER);
 			break;
 		case BuildingSubID::ATTACK_GARRISON_BONUS:
-			b = createBonus(building, Bonus::PRIMARY_SKILL, +2, PrimarySkill::ATTACK);
+			b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::ATTACK);
 			break;
 		case BuildingSubID::DEFENSE_GARRISON_BONUS:
-			b = createBonus(building, Bonus::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE);
+			b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE);
 			break;
 		case BuildingSubID::LIGHTHOUSE:
-			b = createBonus(building, Bonus::MOVEMENT, +500, playerPropagator, 0);
+			b = createBonus(building, BonusType::MOVEMENT, +500, playerPropagator, 0);
 			break;
 		}
 	}
@@ -532,12 +532,12 @@ void CTownHandler::addBonusesForVanilaBuilding(CBuilding * building) const
 		building->addNewBonus(b, building->buildingBonuses);
 }
 
-std::shared_ptr<Bonus> CTownHandler::createBonus(CBuilding * build, Bonus::BonusType type, int val, int subtype) const
+std::shared_ptr<Bonus> CTownHandler::createBonus(CBuilding * build, BonusType type, int val, int subtype) const
 {
 	return createBonus(build, type, val, emptyPropagator(), subtype);
 }
 
-std::shared_ptr<Bonus> CTownHandler::createBonus(CBuilding * build, Bonus::BonusType type, int val, TPropagatorPtr & prop, int subtype) const
+std::shared_ptr<Bonus> CTownHandler::createBonus(CBuilding * build, BonusType type, int val, TPropagatorPtr & prop, int subtype) const
 {
 	std::ostringstream descr;
 	descr << build->getNameTranslated();
@@ -545,13 +545,13 @@ std::shared_ptr<Bonus> CTownHandler::createBonus(CBuilding * build, Bonus::Bonus
 }
 
 std::shared_ptr<Bonus> CTownHandler::createBonusImpl(const BuildingID & building,
-													 Bonus::BonusType type,
+													 BonusType type,
 													 int val,
 													 TPropagatorPtr & prop,
 													 const std::string & description,
 													 int subtype) const
 {
-	auto b = std::make_shared<Bonus>(Bonus::PERMANENT, type, Bonus::TOWN_STRUCTURE, val, building, description, subtype);
+	auto b = std::make_shared<Bonus>(BonusDuration::PERMANENT, type, BonusSource::TOWN_STRUCTURE, val, building, description, subtype);
 
 	if(prop)
 		b->addPropagator(prop);

+ 3 - 3
lib/CTownHandler.h

@@ -376,10 +376,10 @@ class DLL_LINKAGE CTownHandler : public CHandlerBase<FactionID, Faction, CFactio
 	void loadBuilding(CTown * town, const std::string & stringID, const JsonNode & source);
 	void loadBuildings(CTown * town, const JsonNode & source);
 
-	std::shared_ptr<Bonus> createBonus(CBuilding * build, Bonus::BonusType type, int val, int subtype = -1) const;
-	std::shared_ptr<Bonus> createBonus(CBuilding * build, Bonus::BonusType type, int val, TPropagatorPtr & prop, int subtype = -1) const;
+	std::shared_ptr<Bonus> createBonus(CBuilding * build, BonusType type, int val, int subtype = -1) const;
+	std::shared_ptr<Bonus> createBonus(CBuilding * build, BonusType type, int val, TPropagatorPtr & prop, int subtype = -1) const;
 	std::shared_ptr<Bonus> createBonusImpl(const BuildingID & building,
-												  Bonus::BonusType type,
+												  BonusType type,
 												  int val,
 												  TPropagatorPtr & prop,
 												  const std::string & description,

+ 14 - 24
lib/JsonNode.cpp

@@ -485,7 +485,7 @@ void JsonUtils::parseTypedBonusShort(const JsonVector & source, const std::share
 	dest->val = static_cast<si32>(source[1].Float());
 	resolveIdentifier(source[2],dest->subtype);
 	dest->additionalInfo = static_cast<si32>(source[3].Float());
-	dest->duration = Bonus::PERMANENT; //TODO: handle flags (as integer)
+	dest->duration = BonusDuration::PERMANENT; //TODO: handle flags (as integer)
 	dest->turnsRemain = 0;
 }
 
@@ -821,11 +821,11 @@ std::shared_ptr<Bonus> JsonUtils::parseBonus(const JsonNode &ability)
 
 std::shared_ptr<Bonus> JsonUtils::parseBuildingBonus(const JsonNode & ability, const BuildingID & building, const std::string & description)
 {
-	/*	duration = Bonus::PERMANENT
-		source = Bonus::TOWN_STRUCTURE
+	/*	duration = BonusDuration::PERMANENT
+		source = BonusSource::TOWN_STRUCTURE
 		bonusType, val, subtype - get from json
 	*/
-	auto b = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::NONE, Bonus::TOWN_STRUCTURE, 0, building, description, -1);
+	auto b = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::NONE, BonusSource::TOWN_STRUCTURE, 0, building, description, -1);
 
 	if(!parseBonus(ability, b.get()))
 		return nullptr;
@@ -846,14 +846,14 @@ static BonusParams convertDeprecatedBonus(const JsonNode &ability)
 				params.val = static_cast<si32>(ability["val"].Float());
 				params.valRelevant = true;
 			}
-			Bonus::ValueType valueType = Bonus::ADDITIVE_VALUE;
+			BonusValueType valueType = BonusValueType::ADDITIVE_VALUE;
 			if(!ability["valueType"].isNull())
 				valueType = bonusValueMap.find(ability["valueType"].String())->second;
 
-			if(ability["type"].String() == "SECONDARY_SKILL_PREMY" && valueType == Bonus::PERCENT_TO_BASE) //assume secondary skill special
+			if(ability["type"].String() == "SECONDARY_SKILL_PREMY" && valueType == BonusValueType::PERCENT_TO_BASE) //assume secondary skill special
 			{
-				params.valueType = Bonus::PERCENT_TO_TARGET_TYPE;
-				params.targetType = Bonus::SECONDARY_SKILL;
+				params.valueType = BonusValueType::PERCENT_TO_TARGET_TYPE;
+				params.targetType = BonusSource::SECONDARY_SKILL;
 				params.targetTypeRelevant = true;
 			}
 
@@ -946,7 +946,7 @@ bool JsonUtils::parseBonus(const JsonNode &ability, Bonus *b)
 
 		value = &ability["valueType"];
 		if (!value->isNull())
-			b->valType = static_cast<Bonus::ValueType>(parseByMapN(bonusValueMap, value, "value type "));
+			b->valType = static_cast<BonusValueType>(parseByMapN(bonusValueMap, value, "value type "));
 	}
 
 	b->stacking = ability["stacking"].String();
@@ -967,7 +967,7 @@ bool JsonUtils::parseBonus(const JsonNode &ability, Bonus *b)
 
 	value = &ability["effectRange"];
 	if (!value->isNull())
-		b->effectRange = static_cast<Bonus::LimitEffect>(parseByMapN(bonusLimitEffect, value, "effect range "));
+		b->effectRange = static_cast<BonusLimitEffect>(parseByMapN(bonusLimitEffect, value, "effect range "));
 
 	value = &ability["duration"];
 	if (!value->isNull())
@@ -975,17 +975,7 @@ bool JsonUtils::parseBonus(const JsonNode &ability, Bonus *b)
 		switch (value->getType())
 		{
 		case JsonNode::JsonType::DATA_STRING:
-			b->duration = static_cast<Bonus::BonusDuration>(parseByMap(bonusDurationMap, value, "duration type "));
-			break;
-		case JsonNode::JsonType::DATA_VECTOR:
-			{
-				ui16 dur = 0;
-				for (const JsonNode & d : value->Vector())
-				{
-					dur |= parseByMapN(bonusDurationMap, &d, "duration type ");
-				}
-				b->duration = static_cast<Bonus::BonusDuration>(dur);
-			}
+			b->duration = static_cast<BonusDuration>(parseByMap(bonusDurationMap, value, "duration type "));
 			break;
 		default:
 			logMod->error("Error! Wrong bonus duration format.");
@@ -994,11 +984,11 @@ bool JsonUtils::parseBonus(const JsonNode &ability, Bonus *b)
 
 	value = &ability["sourceType"];
 	if (!value->isNull())
-		b->source = static_cast<Bonus::BonusSource>(parseByMap(bonusSourceMap, value, "source type "));
+		b->source = static_cast<BonusSource>(parseByMap(bonusSourceMap, value, "source type "));
 
 	value = &ability["targetSourceType"];
 	if (!value->isNull())
-		b->targetSourceType = static_cast<Bonus::BonusSource>(parseByMap(bonusSourceMap, value, "target type "));
+		b->targetSourceType = static_cast<BonusSource>(parseByMap(bonusSourceMap, value, "target type "));
 
 	value = &ability["limiters"];
 	if (!value->isNull())
@@ -1075,7 +1065,7 @@ CSelector JsonUtils::parseSelector(const JsonNode & ability)
 		ret = ret.And(Selector::subtype()(subtype));
 	}
 	value = &ability["sourceType"];
-	Bonus::BonusSource src = Bonus::OTHER; //Fixes for GCC false maybe-uninitialized
+	BonusSource src = BonusSource::OTHER; //Fixes for GCC false maybe-uninitialized
 	si32 id = 0;
 	auto sourceIDRelevant = false;
 	auto sourceTypeRelevant = false;

+ 14 - 14
lib/NetPacksLib.cpp

@@ -982,13 +982,13 @@ void GiveBonus::applyGs(CGameState *gs)
 
 	std::string &descr = b->description;
 
-	if(bdescr.message.empty() && (bonus.type == Bonus::LUCK || bonus.type == Bonus::MORALE))
+	if(bdescr.message.empty() && (bonus.type == BonusType::LUCK || bonus.type == BonusType::MORALE))
 	{
-		if (bonus.source == Bonus::OBJECT)
+		if (bonus.source == BonusSource::OBJECT)
 		{
 			descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
 		}
-		else if(bonus.source == Bonus::TOWN_STRUCTURE)
+		else if(bonus.source == BonusSource::TOWN_STRUCTURE)
 		{
 			descr = bonus.description;
 			return;
@@ -1124,7 +1124,7 @@ void RemoveBonus::applyGs(CGameState *gs)
 
 	for(const auto & b : bonuses)
 	{
-		if(b->source == source && b->sid == id)
+		if(vstd::to_underlying(b->source) == source && b->sid == id)
 		{
 			bonus = *b; //backup bonus (to show to interfaces later)
 			node->removeBonus(b);
@@ -2155,15 +2155,15 @@ void BattleTriggerEffect::applyGs(CGameState * gs) const
 {
 	CStack * st = gs->curB->getStack(stackID);
 	assert(st);
-	switch(effect)
+	switch(static_cast<BonusType>(effect))
 	{
-	case Bonus::HP_REGENERATION:
+	case BonusType::HP_REGENERATION:
 	{
 		int64_t toHeal = val;
 		st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
 		break;
 	}
-	case Bonus::MANA_DRAIN:
+	case BonusType::MANA_DRAIN:
 	{
 		CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
 		st->drainedMana = true;
@@ -2171,18 +2171,18 @@ void BattleTriggerEffect::applyGs(CGameState * gs) const
 		vstd::amax(h->mana, 0);
 		break;
 	}
-	case Bonus::POISON:
+	case BonusType::POISON:
 	{
-		auto b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON)
-				.And(Selector::type()(Bonus::STACK_HEALTH)));
+		auto b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON)
+				.And(Selector::type()(BonusType::STACK_HEALTH)));
 		if (b)
 			b->val = val;
 		break;
 	}
-	case Bonus::ENCHANTER:
-	case Bonus::MORALE:
+	case BonusType::ENCHANTER:
+	case BonusType::MORALE:
 		break;
-	case Bonus::FEAR:
+	case BonusType::FEAR:
 		st->fear = true;
 		break;
 	default:
@@ -2477,7 +2477,7 @@ void BattleSetStackProperty::applyGs(CGameState * gs) const
 		}
 		case UNBIND:
 		{
-			stack->removeBonusesRecursive(Selector::type()(Bonus::BIND_EFFECT));
+			stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
 			break;
 		}
 		case CLONED:

+ 1 - 1
lib/battle/BattleAction.cpp

@@ -52,7 +52,7 @@ BattleAction BattleAction::makeMeleeAttack(const battle::Unit * stack, BattleHex
 	ba.stackNumber = stack->unitId();
 	ba.aimToHex(attackFrom);
 	ba.aimToHex(destination);
-	if(returnAfterAttack && stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE))
+	if(returnAfterAttack && stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE))
 		ba.aimToHex(stack->getPosition());
 	return ba;
 }

+ 7 - 7
lib/battle/BattleInfo.cpp

@@ -473,9 +473,9 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
 	//native terrain bonuses
 	static auto nativeTerrain = std::make_shared<CreatureTerrainLimiter>();
 	
-	curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::STACKS_SPEED, Bonus::TERRAIN_NATIVE, 1, 0, 0)->addLimiter(nativeTerrain));
-	curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::ATTACK)->addLimiter(nativeTerrain));
-	curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::DEFENSE)->addLimiter(nativeTerrain));
+	curB->addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::STACKS_SPEED, BonusSource::TERRAIN_NATIVE, 1, 0, 0)->addLimiter(nativeTerrain));
+	curB->addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::PRIMARY_SKILL, BonusSource::TERRAIN_NATIVE, 1, 0, PrimarySkill::ATTACK)->addLimiter(nativeTerrain));
+	curB->addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::PRIMARY_SKILL, BonusSource::TERRAIN_NATIVE, 1, 0, PrimarySkill::DEFENSE)->addLimiter(nativeTerrain));
 	//////////////////////////////////////////////////////////////////////////
 
 	//tactics
@@ -489,8 +489,8 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
 	{
 		if(heroes[i])
 		{
-			battleRepositionHex[i] += heroes[i]->valOfBonuses(Selector::type()(Bonus::BEFORE_BATTLE_REPOSITION));
-			battleRepositionHexBlock[i] += heroes[i]->valOfBonuses(Selector::type()(Bonus::BEFORE_BATTLE_REPOSITION_BLOCK));
+			battleRepositionHex[i] += heroes[i]->valOfBonuses(Selector::type()(BonusType::BEFORE_BATTLE_REPOSITION));
+			battleRepositionHexBlock[i] += heroes[i]->valOfBonuses(Selector::type()(BonusType::BEFORE_BATTLE_REPOSITION_BLOCK));
 		}
 	}
 	int tacticsSkillDiffAttacker = battleRepositionHex[BattleSide::ATTACKER] - battleRepositionHexBlock[BattleSide::DEFENDER];
@@ -803,7 +803,7 @@ void BattleInfo::setUnitState(uint32_t id, const JsonNode & data, int64_t health
 		auto selector = [](const Bonus * b)
 		{
 			//Special case: DISRUPTING_RAY is absolutely permanent
-			return b->source == Bonus::SPELL_EFFECT && b->sid != SpellID::DISRUPTING_RAY;
+			return b->source == BonusSource::SPELL_EFFECT && b->sid != SpellID::DISRUPTING_RAY;
 		};
 		changedStack->removeBonusesRecursive(selector);
 	}
@@ -929,7 +929,7 @@ uint32_t BattleInfo::nextUnitId() const
 
 void BattleInfo::addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd)
 {
-	if(forceAdd || !sta->hasBonus(Selector::source(Bonus::SPELL_EFFECT, value.sid).And(Selector::typeSubtype(value.type, value.subtype))))
+	if(forceAdd || !sta->hasBonus(Selector::source(BonusSource::SPELL_EFFECT, value.sid).And(Selector::typeSubtype(value.type, value.subtype))))
 	{
 		//no such effect or cumulative - add new
 		logBonus->trace("%s receives a new bonus: %s", sta->nodeName(), value.Description());

+ 31 - 31
lib/battle/CBattleInfoCallback.cpp

@@ -126,7 +126,7 @@ ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(con
 
 		if(!hero)
 			return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
-		if(hero->hasBonusOfType(Bonus::BLOCK_ALL_MAGIC))
+		if(hero->hasBonusOfType(BonusType::BLOCK_ALL_MAGIC))
 			return ESpellCastProblem::MAGIC_IS_BLOCKED;
 	}
 		break;
@@ -204,7 +204,7 @@ bool CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * shooter, Bat
 		return false;
 
 	const std::string cachingStrNoWallPenalty = "type_NO_WALL_PENALTY";
-	static const auto selectorNoWallPenalty = Selector::type()(Bonus::NO_WALL_PENALTY);
+	static const auto selectorNoWallPenalty = Selector::type()(BonusType::NO_WALL_PENALTY);
 
 	if(shooter->hasBonus(selectorNoWallPenalty, cachingStrNoWallPenalty))
 		return false;
@@ -227,7 +227,7 @@ std::vector<PossiblePlayerBattleAction> CBattleInfoCallback::getClientActionsFor
 	{
 		if(stack->canCast()) //TODO: check for battlefield effects that prevent casting?
 		{
-			if(stack->hasBonusOfType(Bonus::SPELLCASTER))
+			if(stack->hasBonusOfType(BonusType::SPELLCASTER))
 			{
 				for(const auto & spellID : data.creatureSpellsToCast)
 				{
@@ -236,12 +236,12 @@ std::vector<PossiblePlayerBattleAction> CBattleInfoCallback::getClientActionsFor
 					allowedActionList.push_back(act);
 				}
 			}
-			if(stack->hasBonusOfType(Bonus::RANDOM_SPELLCASTER))
+			if(stack->hasBonusOfType(BonusType::RANDOM_SPELLCASTER))
 				allowedActionList.push_back(PossiblePlayerBattleAction::RANDOM_GENIE_SPELL);
 		}
 		if(stack->canShoot())
 			allowedActionList.push_back(PossiblePlayerBattleAction::SHOOT);
-		if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE))
+		if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE))
 			allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK_AND_RETURN);
 
 		allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK); //all active stacks can attack
@@ -251,9 +251,9 @@ std::vector<PossiblePlayerBattleAction> CBattleInfoCallback::getClientActionsFor
 			allowedActionList.push_back(PossiblePlayerBattleAction::MOVE_STACK);
 
 		const auto * siegedTown = battleGetDefendedTown();
-		if(siegedTown && siegedTown->hasFort() && stack->hasBonusOfType(Bonus::CATAPULT)) //TODO: check shots
+		if(siegedTown && siegedTown->hasFort() && stack->hasBonusOfType(BonusType::CATAPULT)) //TODO: check shots
 			allowedActionList.push_back(PossiblePlayerBattleAction::CATAPULT);
-		if(stack->hasBonusOfType(Bonus::HEALER))
+		if(stack->hasBonusOfType(BonusType::HEALER))
 			allowedActionList.push_back(PossiblePlayerBattleAction::HEAL);
 	}
 
@@ -686,10 +686,10 @@ bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker) const
 		return false;
 
 	//forgetfulness
-	TConstBonusListPtr forgetfulList = attacker->getBonuses(Selector::type()(Bonus::FORGETFULL));
+	TConstBonusListPtr forgetfulList = attacker->getBonuses(Selector::type()(BonusType::FORGETFULL));
 	if(!forgetfulList->empty())
 	{
-		int forgetful = forgetfulList->valOfBonuses(Selector::type()(Bonus::FORGETFULL));
+		int forgetful = forgetfulList->valOfBonuses(Selector::type()(BonusType::FORGETFULL));
 
 		//advanced+ level
 		if(forgetful > 1)
@@ -697,7 +697,7 @@ bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker) const
 	}
 
 	return attacker->canShoot()	&& (!battleIsUnitBlocked(attacker)
-			|| attacker->hasBonusOfType(Bonus::FREE_SHOOTING));
+			|| attacker->hasBonusOfType(BonusType::FREE_SHOOTING));
 }
 
 bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHex dest) const
@@ -712,7 +712,7 @@ bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHe
 	{
 		if(battleCanShoot(attacker))
 		{
-			auto limitedRangeBonus = attacker->getBonus(Selector::type()(Bonus::LIMITED_SHOOTING_RANGE));
+			auto limitedRangeBonus = attacker->getBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE));
 			if(limitedRangeBonus == nullptr)
 			{
 				return true;
@@ -1239,11 +1239,11 @@ AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes(const battle:
 	{
 		attackOriginHex = attacker->occupiedHex(attackOriginHex); //the other hex stack stands on
 	}
-	if(attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))
+	if(attacker->hasBonusOfType(BonusType::ATTACKS_ALL_ADJACENT))
 	{
 		boost::copy(attacker->getSurroundingHexes(attackerPos), vstd::set_inserter(at.hostileCreaturePositions));
 	}
-	if(attacker->hasBonusOfType(Bonus::THREE_HEADED_ATTACK))
+	if(attacker->hasBonusOfType(BonusType::THREE_HEADED_ATTACK))
 	{
 		std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
 		for(BattleHex tile : hexes)
@@ -1256,7 +1256,7 @@ AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes(const battle:
 			}
 		}
 	}
-	if(attacker->hasBonusOfType(Bonus::WIDE_BREATH))
+	if(attacker->hasBonusOfType(BonusType::WIDE_BREATH))
 	{
 		std::vector<BattleHex> hexes = destinationTile.neighbouringTiles();
 		for(int i = 0; i<hexes.size(); i++)
@@ -1275,7 +1275,7 @@ AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes(const battle:
 				at.friendlyCreaturePositions.insert(tile);
 		}
 	}
-	else if(attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH))
+	else if(attacker->hasBonusOfType(BonusType::TWO_HEX_ATTACK_BREATH))
 	{
 		auto direction = BattleHex::mutualPosition(attackOriginHex, destinationTile);
 		if(direction != BattleHex::NONE) //only adjacent hexes are subject of dragon breath calculation
@@ -1312,7 +1312,7 @@ AttackableTiles CBattleInfoCallback::getPotentiallyShootableHexes(const battle::
 	AttackableTiles at;
 	RETURN_IF_NOT_BATTLE(at);
 
-	if(attacker->hasBonusOfType(Bonus::SHOOTS_ALL_ADJACENT) && !vstd::contains(attackerPos.neighbouringTiles(), destinationTile))
+	if(attacker->hasBonusOfType(BonusType::SHOOTS_ALL_ADJACENT) && !vstd::contains(attackerPos.neighbouringTiles(), destinationTile))
 	{
 		std::vector<BattleHex> targetHexes = destinationTile.neighbouringTiles();
 		targetHexes.push_back(destinationTile);
@@ -1448,7 +1448,7 @@ bool CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer * shooter,
 	RETURN_IF_NOT_BATTLE(false);
 
 	const std::string cachingStrNoDistancePenalty = "type_NO_DISTANCE_PENALTY";
-	static const auto selectorNoDistancePenalty = Selector::type()(Bonus::NO_DISTANCE_PENALTY);
+	static const auto selectorNoDistancePenalty = Selector::type()(BonusType::NO_DISTANCE_PENALTY);
 
 	if(shooter->hasBonus(selectorNoDistancePenalty, cachingStrNoDistancePenalty))
 		return false;
@@ -1458,7 +1458,7 @@ bool CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer * shooter,
 		//If any hex of target creature is within range, there is no penalty
 		int range = GameConstants::BATTLE_PENALTY_DISTANCE;
 
-		auto bonus = shooter->getBonus(Selector::type()(Bonus::LIMITED_SHOOTING_RANGE));
+		auto bonus = shooter->getBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE));
 		if(bonus != nullptr && bonus->additionalInfo != CAddInfo::NONE)
 			range = bonus->additionalInfo[0];
 
@@ -1542,13 +1542,13 @@ int32_t CBattleInfoCallback::battleGetSpellCost(const spells::Spell * sp, const
 
 	for(const auto * unit : battleAliveUnits())
 	{
-		if(unit->unitOwner() == caster->tempOwner && unit->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY))
+		if(unit->unitOwner() == caster->tempOwner && unit->hasBonusOfType(BonusType::CHANGES_SPELL_COST_FOR_ALLY))
 		{
-			vstd::amax(manaReduction, unit->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
+			vstd::amax(manaReduction, unit->valOfBonuses(BonusType::CHANGES_SPELL_COST_FOR_ALLY));
 		}
-		if(unit->unitOwner() != caster->tempOwner && unit->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY))
+		if(unit->unitOwner() != caster->tempOwner && unit->hasBonusOfType(BonusType::CHANGES_SPELL_COST_FOR_ENEMY))
 		{
-			vstd::amax(manaIncrease, unit->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
+			vstd::amax(manaIncrease, unit->valOfBonuses(BonusType::CHANGES_SPELL_COST_FOR_ENEMY));
 		}
 	}
 
@@ -1564,7 +1564,7 @@ bool CBattleInfoCallback::battleIsUnitBlocked(const battle::Unit * unit) const
 {
 	RETURN_IF_NOT_BATTLE(false);
 
-	if(unit->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
+	if(unit->hasBonusOfType(BonusType::SIEGE_WEAPON)) //siege weapons cannot be blocked
 		return false;
 
 	for(const auto * adjacent : battleAdjacentUnits(unit))
@@ -1635,9 +1635,9 @@ SpellID CBattleInfoCallback::getRandomBeneficialSpell(CRandomGenerator & rand, c
 	for(const SpellID& spellID : allPossibleSpells)
 	{
 		std::stringstream cachingStr;
-		cachingStr << "source_" << Bonus::SPELL_EFFECT << "id_" << spellID.num;
+		cachingStr << "source_" << vstd::to_underlying(BonusSource::SPELL_EFFECT) << "id_" << spellID.num;
 
-		if(subject->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellID), Selector::all, cachingStr.str())
+		if(subject->hasBonus(Selector::source(BonusSource::SPELL_EFFECT, spellID), Selector::all, cachingStr.str())
 		 //TODO: this ability has special limitations
 		|| !(spellID.toSpell()->canBeCast(this, spells::Mode::CREATURE_ACTIVE, subject)))
 			continue;
@@ -1702,7 +1702,7 @@ SpellID CBattleInfoCallback::getRandomBeneficialSpell(CRandomGenerator & rand, c
 		{
 			const auto * kingMonster = getAliveEnemy([&](const CStack * stack) -> bool //look for enemy, non-shooting stack
 			{
-				const auto isKing = Selector::type()(Bonus::KING);
+				const auto isKing = Selector::type()(BonusType::KING);
 
 				return stack->hasBonus(isKing);
 			});
@@ -1729,7 +1729,7 @@ SpellID CBattleInfoCallback::getRandomCastedSpell(CRandomGenerator & rand,const
 {
 	RETURN_IF_NOT_BATTLE(SpellID::NONE);
 
-	TConstBonusListPtr bl = caster->getBonuses(Selector::type()(Bonus::SPELLCASTER));
+	TConstBonusListPtr bl = caster->getBonuses(Selector::type()(BonusType::SPELLCASTER));
 	if (!bl->size())
 		return SpellID::NONE;
 	int totalWeight = 0;
@@ -1772,7 +1772,7 @@ int CBattleInfoCallback::battleGetSurrenderCost(const PlayerColor & Player) cons
 		ret += unit->getRawSurrenderCost();
 
 	if(const CGHeroInstance * h = battleGetFightingHero(side))
-		discount += h->valOfBonuses(Bonus::SURRENDER_DISCOUNT);
+		discount += h->valOfBonuses(BonusType::SURRENDER_DISCOUNT);
 
 	ret = static_cast<int>(ret * (100.0 - discount) / 100.0);
 	vstd::amax(ret, 0); //no negative costs for >100% discounts (impossible in original H3 mechanics, but some day...)
@@ -1790,7 +1790,7 @@ si8 CBattleInfoCallback::battleMinSpellLevel(ui8 side) const
 	if(!node)
 		return 0;
 
-	auto b = node->getBonuses(Selector::type()(Bonus::BLOCK_MAGIC_BELOW));
+	auto b = node->getBonuses(Selector::type()(BonusType::BLOCK_MAGIC_BELOW));
 	if(b->size())
 		return b->totalValue();
 
@@ -1809,7 +1809,7 @@ si8 CBattleInfoCallback::battleMaxSpellLevel(ui8 side) const
 		return GameConstants::SPELL_LEVELS;
 
 	//We can't "just get value" - it'd be 0 if there are bonuses (and all would be blocked)
-	auto b = node->getBonuses(Selector::type()(Bonus::BLOCK_MAGIC_ABOVE));
+	auto b = node->getBonuses(Selector::type()(BonusType::BLOCK_MAGIC_ABOVE));
 	if(b->size())
 		return b->totalValue();
 
@@ -1820,7 +1820,7 @@ std::optional<int> CBattleInfoCallback::battleIsFinished() const
 {
 	auto units = battleGetUnitsIf([=](const battle::Unit * unit)
 	{
-		return unit->alive() && !unit->isTurret() && !unit->hasBonusOfType(Bonus::SIEGE_WEAPON);
+		return unit->alive() && !unit->isTurret() && !unit->hasBonusOfType(BonusType::SIEGE_WEAPON);
 	});
 
 	std::array<bool, 2> hasUnit = {false, false}; //index is BattleSide

+ 2 - 2
lib/battle/CBattleInfoEssentials.cpp

@@ -271,7 +271,7 @@ bool CBattleInfoEssentials::battleCanFlee(const PlayerColor & player) const
 		return false;
 
 	//eg. one of heroes is wearing shakles of war
-	if(myHero->hasBonusOfType(Bonus::BATTLE_NO_FLEEING))
+	if(myHero->hasBonusOfType(BonusType::BATTLE_NO_FLEEING))
 		return false;
 
 	//we are besieged defender
@@ -394,7 +394,7 @@ PlayerColor CBattleInfoEssentials::battleGetOwner(const battle::Unit * unit) con
 
 	PlayerColor initialOwner = getBattle()->getSidePlayer(unit->unitSide());
 
-	static CSelector selector = Selector::type()(Bonus::HYPNOTIZED);
+	static CSelector selector = Selector::type()(BonusType::HYPNOTIZED);
 	static std::string cachingString = "type_103s-1";
 
 	if(unit->hasBonus(selector, cachingString))

+ 20 - 20
lib/battle/CUnitState.cpp

@@ -85,8 +85,8 @@ void CAmmo::serializeJson(JsonSerializeFormat & handler)
 
 ///CShots
 CShots::CShots(const battle::Unit * Owner)
-	: CAmmo(Owner, Selector::type()(Bonus::SHOTS)),
-	shooter(Owner, Selector::type()(Bonus::SHOOTER))
+	: CAmmo(Owner, Selector::type()(BonusType::SHOTS)),
+	shooter(Owner, Selector::type()(BonusType::SHOOTER))
 {
 }
 
@@ -117,16 +117,16 @@ int32_t CShots::total() const
 
 ///CCasts
 CCasts::CCasts(const battle::Unit * Owner):
-	CAmmo(Owner, Selector::type()(Bonus::CASTS))
+	CAmmo(Owner, Selector::type()(BonusType::CASTS))
 {
 }
 
 ///CRetaliations
 CRetaliations::CRetaliations(const battle::Unit * Owner)
-	: CAmmo(Owner, Selector::type()(Bonus::ADDITIONAL_RETALIATION)),
+	: CAmmo(Owner, Selector::type()(BonusType::ADDITIONAL_RETALIATION)),
 	totalCache(0),
-	noRetaliation(Owner, Selector::type()(Bonus::SIEGE_WEAPON).Or(Selector::type()(Bonus::HYPNOTIZED)).Or(Selector::type()(Bonus::NO_RETALIATION))),
-	unlimited(Owner, Selector::type()(Bonus::UNLIMITED_RETALIATIONS))
+	noRetaliation(Owner, Selector::type()(BonusType::SIEGE_WEAPON).Or(Selector::type()(BonusType::HYPNOTIZED)).Or(Selector::type()(BonusType::NO_RETALIATION))),
+	unlimited(Owner, Selector::type()(BonusType::UNLIMITED_RETALIATIONS))
 {
 }
 
@@ -339,13 +339,13 @@ CUnitState::CUnitState():
 	counterAttacks(this),
 	health(this),
 	shots(this),
-	totalAttacks(this, Selector::type()(Bonus::ADDITIONAL_ATTACK), 1),
-	minDamage(this, Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1)), 0),
-	maxDamage(this, Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2)), 0),
-	attack(this, Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), 0),
-	defence(this, Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), 0),
-	inFrenzy(this, Selector::type()(Bonus::IN_FRENZY)),
-	cloneLifetimeMarker(this, Selector::type()(Bonus::NONE).And(Selector::source(Bonus::SPELL_EFFECT, SpellID::CLONE))),
+	totalAttacks(this, Selector::type()(BonusType::ADDITIONAL_ATTACK), 1),
+	minDamage(this, Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 1)), 0),
+	maxDamage(this, Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 2)), 0),
+	attack(this, Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::ATTACK), 0),
+	defence(this, Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE), 0),
+	inFrenzy(this, Selector::type()(BonusType::IN_FRENZY)),
+	cloneLifetimeMarker(this, Selector::type()(BonusType::NONE).And(Selector::source(BonusSource::SPELL_EFFECT, SpellID::CLONE))),
 	cloneID(-1)
 {
 
@@ -430,7 +430,7 @@ const CGHeroInstance * CUnitState::getHeroCaster() const
 
 int32_t CUnitState::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
 {
-	int32_t skill = valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, spell->getIndex()));
+	int32_t skill = valOfBonuses(Selector::typeSubtype(BonusType::SPELLCASTER, spell->getIndex()));
 	vstd::abetween(skill, 0, 3);
 	return skill;
 }
@@ -453,12 +453,12 @@ int32_t CUnitState::getEffectLevel(const spells::Spell * spell) const
 
 int32_t CUnitState::getEffectPower(const spells::Spell * spell) const
 {
-	return valOfBonuses(Bonus::CREATURE_SPELL_POWER) * getCount() / 100;
+	return valOfBonuses(BonusType::CREATURE_SPELL_POWER) * getCount() / 100;
 }
 
 int32_t CUnitState::getEnchantPower(const spells::Spell * spell) const
 {
-	int32_t res = valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
+	int32_t res = valOfBonuses(BonusType::CREATURE_ENCHANT_POWER);
 	if(res <= 0)
 		res = 3;//default for creatures
 	return res;
@@ -466,7 +466,7 @@ int32_t CUnitState::getEnchantPower(const spells::Spell * spell) const
 
 int64_t CUnitState::getEffectValue(const spells::Spell * spell) const
 {
-	return static_cast<int64_t>(getCount()) * valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spell->getIndex());
+	return static_cast<int64_t>(getCount()) * valOfBonuses(BonusType::SPECIFIC_SPELL_POWER, spell->getIndex());
 }
 
 PlayerColor CUnitState::getCasterOwner() const
@@ -511,7 +511,7 @@ bool CUnitState::isGhost() const
 
 bool CUnitState::isFrozen() const
 {
-	return hasBonus(Selector::source(Bonus::SPELL_EFFECT, SpellID::STONE_GAZE), Selector::all);
+	return hasBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID::STONE_GAZE), Selector::all);
 }
 
 bool CUnitState::isValidTarget(bool allowDead) const
@@ -588,12 +588,12 @@ void CUnitState::setPosition(BattleHex hex)
 
 int32_t CUnitState::getInitiative(int turn) const
 {
-	return valOfBonuses(Selector::type()(Bonus::STACKS_SPEED).And(Selector::turns(turn)));
+	return valOfBonuses(Selector::type()(BonusType::STACKS_SPEED).And(Selector::turns(turn)));
 }
 
 bool CUnitState::canMove(int turn) const
 {
-	return alive() && !hasBonus(Selector::type()(Bonus::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature
+	return alive() && !hasBonus(Selector::type()(BonusType::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature
 }
 
 bool CUnitState::defended(int turn) const

+ 28 - 28
lib/battle/DamageCalculator.cpp

@@ -46,13 +46,13 @@ DamageRange DamageCalculator::getBaseDamageSingle() const
 	}
 
 	const std::string cachingStrSiedgeWeapon = "type_SIEGE_WEAPON";
-	static const auto selectorSiedgeWeapon = Selector::type()(Bonus::SIEGE_WEAPON);
+	static const auto selectorSiedgeWeapon = Selector::type()(BonusType::SIEGE_WEAPON);
 
 	if(info.attacker->hasBonus(selectorSiedgeWeapon, cachingStrSiedgeWeapon) && info.attacker->creatureIndex() != CreatureID::ARROW_TOWERS)
 	{
 		auto retrieveHeroPrimSkill = [&](int skill) -> int
 		{
-			std::shared_ptr<const Bonus> b = info.attacker->getBonus(Selector::sourceTypeSel(Bonus::HERO_BASE_SKILL).And(Selector::typeSubtype(Bonus::PRIMARY_SKILL, skill)));
+			std::shared_ptr<const Bonus> b = info.attacker->getBonus(Selector::sourceTypeSel(BonusSource::HERO_BASE_SKILL).And(Selector::typeSubtype(BonusType::PRIMARY_SKILL, skill)));
 			return b ? b->val : 0;
 		};
 
@@ -66,10 +66,10 @@ DamageRange DamageCalculator::getBaseDamageSingle() const
 DamageRange DamageCalculator::getBaseDamageBlessCurse() const
 {
 	const std::string cachingStrForcedMinDamage = "type_ALWAYS_MINIMUM_DAMAGE";
-	static const auto selectorForcedMinDamage = Selector::type()(Bonus::ALWAYS_MINIMUM_DAMAGE);
+	static const auto selectorForcedMinDamage = Selector::type()(BonusType::ALWAYS_MINIMUM_DAMAGE);
 
 	const std::string cachingStrForcedMaxDamage = "type_ALWAYS_MAXIMUM_DAMAGE";
-	static const auto selectorForcedMaxDamage = Selector::type()(Bonus::ALWAYS_MAXIMUM_DAMAGE);
+	static const auto selectorForcedMaxDamage = Selector::type()(BonusType::ALWAYS_MAXIMUM_DAMAGE);
 
 	TConstBonusListPtr curseEffects = info.attacker->getBonuses(selectorForcedMinDamage, cachingStrForcedMinDamage);
 	TConstBonusListPtr blessEffects = info.attacker->getBonuses(selectorForcedMaxDamage, cachingStrForcedMaxDamage);
@@ -130,10 +130,10 @@ int DamageCalculator::getActorAttackEffective() const
 int DamageCalculator::getActorAttackSlayer() const
 {
 	const std::string cachingStrSlayer = "type_SLAYER";
-	static const auto selectorSlayer = Selector::type()(Bonus::SLAYER);
+	static const auto selectorSlayer = Selector::type()(BonusType::SLAYER);
 
 	auto slayerEffects = info.attacker->getBonuses(selectorSlayer, cachingStrSlayer);
-	auto slayerAffected = info.defender->unitType()->valOfBonuses(Selector::type()(Bonus::KING));
+	auto slayerAffected = info.defender->unitType()->valOfBonuses(Selector::type()(BonusType::KING));
 
 	if(std::shared_ptr<const Bonus> slayerEffect = slayerEffects->getFirst(Selector::all))
 	{
@@ -143,7 +143,7 @@ int DamageCalculator::getActorAttackSlayer() const
 		if(isAffected)
 		{
 			int attackBonus = SpellID(SpellID::SLAYER).toSpell()->getLevelPower(spLevel);
-			if(info.attacker->hasBonusOfType(Bonus::SPECIAL_PECULIAR_ENCHANT, SpellID::SLAYER))
+			if(info.attacker->hasBonusOfType(BonusType::SPECIAL_PECULIAR_ENCHANT, SpellID::SLAYER))
 			{
 				ui8 attackerTier = info.attacker->unitType()->getLevel();
 				ui8 specialtyBonus = std::max(5 - attackerTier, 0);
@@ -167,7 +167,7 @@ int DamageCalculator::getTargetDefenseEffective() const
 
 int DamageCalculator::getTargetDefenseIgnored() const
 {
-	double multDefenceReduction = battleBonusValue(info.attacker, Selector::type()(Bonus::ENEMY_DEFENCE_REDUCTION)) / 100.0;
+	double multDefenceReduction = battleBonusValue(info.attacker, Selector::type()(BonusType::ENEMY_DEFENCE_REDUCTION)) / 100.0;
 
 	if(multDefenceReduction > 0)
 	{
@@ -195,7 +195,7 @@ double DamageCalculator::getAttackSkillFactor() const
 double DamageCalculator::getAttackBlessFactor() const
 {
 	const std::string cachingStrDamage = "type_GENERAL_DAMAGE_PREMY";
-	static const auto selectorDamage = Selector::type()(Bonus::GENERAL_DAMAGE_PREMY);
+	static const auto selectorDamage = Selector::type()(BonusType::GENERAL_DAMAGE_PREMY);
 	return info.attacker->valOfBonuses(selectorDamage, cachingStrDamage) / 100.0;
 }
 
@@ -205,11 +205,11 @@ double DamageCalculator::getAttackOffenseArcheryFactor() const
 	if(info.shooting)
 	{
 		const std::string cachingStrArchery = "type_PERCENTAGE_DAMAGE_BOOSTs_1";
-		static const auto selectorArchery = Selector::typeSubtype(Bonus::PERCENTAGE_DAMAGE_BOOST, 1);
+		static const auto selectorArchery = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, 1);
 		return info.attacker->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
 	}
 	const std::string cachingStrOffence = "type_PERCENTAGE_DAMAGE_BOOSTs_0";
-	static const auto selectorOffence = Selector::typeSubtype(Bonus::PERCENTAGE_DAMAGE_BOOST, 0);
+	static const auto selectorOffence = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, 0);
 	return info.attacker->valOfBonuses(selectorOffence, cachingStrOffence) / 100.0;
 }
 
@@ -231,7 +231,7 @@ double DamageCalculator::getAttackDoubleDamageFactor() const
 {
 	if(info.doubleDamage) {
 		const auto cachingStr = "type_BONUS_DAMAGE_PERCENTAGEs_" + std::to_string(info.attacker->creatureIndex());
-		const auto selector = Selector::typeSubtype(Bonus::BONUS_DAMAGE_PERCENTAGE, info.attacker->creatureIndex());
+		const auto selector = Selector::typeSubtype(BonusType::BONUS_DAMAGE_PERCENTAGE, info.attacker->creatureIndex());
 		return info.attacker->valOfBonuses(selector, cachingStr) / 100.0;
 	}
 	return 0.0;
@@ -240,10 +240,10 @@ double DamageCalculator::getAttackDoubleDamageFactor() const
 double DamageCalculator::getAttackJoustingFactor() const
 {
 	const std::string cachingStrJousting = "type_JOUSTING";
-	static const auto selectorJousting = Selector::type()(Bonus::JOUSTING);
+	static const auto selectorJousting = Selector::type()(BonusType::JOUSTING);
 
 	const std::string cachingStrChargeImmunity = "type_CHARGE_IMMUNITY";
-	static const auto selectorChargeImmunity = Selector::type()(Bonus::CHARGE_IMMUNITY);
+	static const auto selectorChargeImmunity = Selector::type()(BonusType::CHARGE_IMMUNITY);
 
 	//applying jousting bonus
 	if(info.chargeDistance > 0 && info.attacker->hasBonus(selectorJousting, cachingStrJousting) && !info.defender->hasBonus(selectorChargeImmunity, cachingStrChargeImmunity))
@@ -255,7 +255,7 @@ double DamageCalculator::getAttackHateFactor() const
 {
 	//assume that unit have only few HATE features and cache them all
 	const std::string cachingStrHate = "type_HATE";
-	static const auto selectorHate = Selector::type()(Bonus::HATE);
+	static const auto selectorHate = Selector::type()(BonusType::HATE);
 
 	auto allHateEffects = info.attacker->getBonuses(selectorHate, cachingStrHate);
 
@@ -281,7 +281,7 @@ double DamageCalculator::getDefenseSkillFactor() const
 double DamageCalculator::getDefenseArmorerFactor() const
 {
 	const std::string cachingStrArmorer = "type_GENERAL_DAMAGE_REDUCTIONs_N1_NsrcSPELL_EFFECT";
-	static const auto selectorArmorer = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, -1).And(Selector::sourceTypeSel(Bonus::SPELL_EFFECT).Not());
+	static const auto selectorArmorer = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, -1).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT).Not());
 	return info.defender->valOfBonuses(selectorArmorer, cachingStrArmorer) / 100.0;
 
 }
@@ -289,10 +289,10 @@ double DamageCalculator::getDefenseArmorerFactor() const
 double DamageCalculator::getDefenseMagicShieldFactor() const
 {
 	const std::string cachingStrMeleeReduction = "type_GENERAL_DAMAGE_REDUCTIONs_0";
-	static const auto selectorMeleeReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, 0);
+	static const auto selectorMeleeReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, 0);
 
 	const std::string cachingStrRangedReduction = "type_GENERAL_DAMAGE_REDUCTIONs_1";
-	static const auto selectorRangedReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, 1);
+	static const auto selectorRangedReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, 1);
 
 	//handling spell effects - shield and air shield
 	if(info.shooting)
@@ -311,7 +311,7 @@ double DamageCalculator::getDefenseRangePenaltiesFactor() const
 		const std::string cachingStrAdvAirShield = "isAdvancedAirShield";
 		auto isAdvancedAirShield = [](const Bonus* bonus)
 		{
-			return bonus->source == Bonus::SPELL_EFFECT
+			return bonus->source == BonusSource::SPELL_EFFECT
 					&& bonus->sid == SpellID::AIR_SHIELD
 					&& bonus->val >= SecSkillLevel::ADVANCED;
 		};
@@ -325,7 +325,7 @@ double DamageCalculator::getDefenseRangePenaltiesFactor() const
 	else
 	{
 		const std::string cachingStrNoMeleePenalty = "type_NO_MELEE_PENALTY";
-		static const auto selectorNoMeleePenalty = Selector::type()(Bonus::NO_MELEE_PENALTY);
+		static const auto selectorNoMeleePenalty = Selector::type()(BonusType::NO_MELEE_PENALTY);
 
 		if(info.attacker->isShooter() && !info.attacker->hasBonus(selectorNoMeleePenalty, cachingStrNoMeleePenalty))
 			return 0.5;
@@ -356,7 +356,7 @@ double DamageCalculator::getDefenseUnluckyFactor() const
 
 double DamageCalculator::getDefenseBlindParalysisFactor() const
 {
-	double multAttackReduction = battleBonusValue(info.attacker, Selector::type()(Bonus::GENERAL_ATTACK_REDUCTION)) / 100.0;
+	double multAttackReduction = battleBonusValue(info.attacker, Selector::type()(BonusType::GENERAL_ATTACK_REDUCTION)) / 100.0;
 	return multAttackReduction;
 }
 
@@ -366,7 +366,7 @@ double DamageCalculator::getDefenseForgetfulnessFactor() const
 	{
 		//todo: set actual percentage in spell bonus configuration instead of just level; requires non trivial backward compatibility handling
 		//get list first, total value of 0 also counts
-		TConstBonusListPtr forgetfulList = info.attacker->getBonuses(Selector::type()(Bonus::FORGETFULL),"type_FORGETFULL");
+		TConstBonusListPtr forgetfulList = info.attacker->getBonuses(Selector::type()(BonusType::FORGETFULL),"type_FORGETFULL");
 
 		if(!forgetfulList->empty())
 		{
@@ -386,7 +386,7 @@ double DamageCalculator::getDefensePetrificationFactor() const
 {
 	// Creatures that are petrified by a Basilisk's Petrifying attack or a Medusa's Stone gaze take 50% damage (R8 = 0.50) from ranged and melee attacks. Taking damage also deactivates the effect.
 	const std::string cachingStrAllReduction = "type_GENERAL_DAMAGE_REDUCTIONs_N1_srcSPELL_EFFECT";
-	static const auto selectorAllReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, -1).And(Selector::sourceTypeSel(Bonus::SPELL_EFFECT));
+	static const auto selectorAllReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, -1).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT));
 
 	return info.defender->valOfBonuses(selectorAllReduction, cachingStrAllReduction) / 100.0;
 }
@@ -397,7 +397,7 @@ double DamageCalculator::getDefenseMagicFactor() const
 	if(info.attacker->creatureIndex() == CreatureID::MAGIC_ELEMENTAL)
 	{
 		const std::string cachingStrMagicImmunity = "type_LEVEL_SPELL_IMMUNITY";
-		static const auto selectorMagicImmunity = Selector::type()(Bonus::LEVEL_SPELL_IMMUNITY);
+		static const auto selectorMagicImmunity = Selector::type()(BonusType::LEVEL_SPELL_IMMUNITY);
 
 		if(info.defender->valOfBonuses(selectorMagicImmunity, cachingStrMagicImmunity) >= 5)
 			return 0.5;
@@ -411,7 +411,7 @@ double DamageCalculator::getDefenseMindFactor() const
 	if(info.attacker->creatureIndex() == CreatureID::PSYCHIC_ELEMENTAL)
 	{
 		const std::string cachingStrMindImmunity = "type_MIND_IMMUNITY";
-		static const auto selectorMindImmunity = Selector::type()(Bonus::MIND_IMMUNITY);
+		static const auto selectorMindImmunity = Selector::type()(BonusType::MIND_IMMUNITY);
 
 		if(info.defender->hasBonus(selectorMindImmunity, cachingStrMindImmunity))
 			return 0.5;
@@ -471,10 +471,10 @@ int64_t DamageCalculator::getCasualties(int64_t damageDealt) const
 
 int DamageCalculator::battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const
 {
-	auto noLimit = Selector::effectRange()(Bonus::NO_LIMIT);
+	auto noLimit = Selector::effectRange()(BonusLimitEffect::NO_LIMIT);
 	auto limitMatches = info.shooting
-						? Selector::effectRange()(Bonus::ONLY_DISTANCE_FIGHT)
-						: Selector::effectRange()(Bonus::ONLY_MELEE_FIGHT);
+						? Selector::effectRange()(BonusLimitEffect::ONLY_DISTANCE_FIGHT)
+						: Selector::effectRange()(BonusLimitEffect::ONLY_MELEE_FIGHT);
 
 	//any regular bonuses or just ones for melee/ranged
 	return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();

+ 1 - 1
lib/battle/ReachabilityInfo.cpp

@@ -19,7 +19,7 @@ ReachabilityInfo::Parameters::Parameters(const battle::Unit * Stack, BattleHex S
 	startPosition(StartPosition),
 	doubleWide(Stack->doubleWide()),
 	side(Stack->unitSide()),
-	flying(Stack->hasBonusOfType(Bonus::FLYING))
+	flying(Stack->hasBonusOfType(BonusType::FLYING))
 {
 	knownAccessible = battle::Unit::getHexes(startPosition, doubleWide, side);
 }

+ 34 - 128
lib/bonuses/Bonus.cpp

@@ -23,7 +23,6 @@
 #include "../CTownHandler.h"
 #include "../CGeneralTextHandler.h"
 #include "../CSkillHandler.h"
-#include "../CStack.h"
 #include "../CArtHandler.h"
 #include "../CModHandler.h"
 #include "../TerrainHandler.h"
@@ -32,44 +31,6 @@
 
 VCMI_LIB_NAMESPACE_BEGIN
 
-#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(UNTIL_BEING_ATTACKED)
-	BONUS_ITEM(UNTIL_ATTACK)
-	BONUS_ITEM(STACK_GETS_TURN)
-	BONUS_ITEM(COMMANDER_KILLED)
-	{ "UNITL_BEING_ATTACKED", Bonus::UNTIL_BEING_ATTACKED }//typo, but used in some mods
-};
-
-const std::map<std::string, Bonus::LimitEffect> bonusLimitEffect =
-{
-	BONUS_ITEM(NO_LIMIT)
-	BONUS_ITEM(ONLY_DISTANCE_FIGHT)
-	BONUS_ITEM(ONLY_MELEE_FIGHT)
-};
-
 const std::set<std::string> deprecatedBonusSet = {
 	"SECONDARY_SKILL_PREMY",
 	"SECONDARY_SKILL_VAL2",
@@ -158,20 +119,20 @@ std::string Bonus::Description(std::optional<si32> customValue) const
 		{
 			switch(source)
 			{
-			case ARTIFACT:
+			case BonusSource::ARTIFACT:
 				str << ArtifactID(sid).toArtifact(VLC->artifacts())->getNameTranslated();
 				break;
-			case SPELL_EFFECT:
+			case BonusSource::SPELL_EFFECT:
 				str << SpellID(sid).toSpell(VLC->spells())->getNameTranslated();
 				break;
-			case CREATURE_ABILITY:
-				str << VLC->creh->objects[sid]->getNamePluralTranslated();
+			case BonusSource::CREATURE_ABILITY:
+				str << CreatureID(sid).toCreature(VLC->creatures())->getNamePluralTranslated();
 				break;
-			case SECONDARY_SKILL:
-				str << VLC->skillh->getByIndex(sid)->getNameTranslated();
+			case BonusSource::SECONDARY_SKILL:
+				str << VLC->skills()->getByIndex(sid)->getNameTranslated();
 				break;
-			case HERO_SPECIAL:
-				str << VLC->heroh->objects[sid]->getNameTranslated();
+			case BonusSource::HERO_SPECIAL:
+				str << VLC->heroTypes()->getByIndex(sid)->getNameTranslated();
 				break;
 			default:
 				//todo: handle all possible sources
@@ -193,61 +154,40 @@ std::string Bonus::Description(std::optional<si32> customValue) const
 	return str.str();
 }
 
-JsonNode subtypeToJson(Bonus::BonusType type, int subtype)
+JsonNode subtypeToJson(BonusType type, int subtype)
 {
 	switch(type)
 	{
-	case Bonus::PRIMARY_SKILL:
+	case BonusType::PRIMARY_SKILL:
 		return JsonUtils::stringNode("primSkill." + PrimarySkill::names[subtype]);
-	case Bonus::SPECIAL_SPELL_LEV:
-	case Bonus::SPECIFIC_SPELL_DAMAGE:
-	case Bonus::SPELL:
-	case Bonus::SPECIAL_PECULIAR_ENCHANT:
-	case Bonus::SPECIAL_ADD_VALUE_ENCHANT:
-	case Bonus::SPECIAL_FIXED_VALUE_ENCHANT:
+	case BonusType::SPECIAL_SPELL_LEV:
+	case BonusType::SPECIFIC_SPELL_DAMAGE:
+	case BonusType::SPELL:
+	case BonusType::SPECIAL_PECULIAR_ENCHANT:
+	case BonusType::SPECIAL_ADD_VALUE_ENCHANT:
+	case BonusType::SPECIAL_FIXED_VALUE_ENCHANT:
 		return JsonUtils::stringNode(CModHandler::makeFullIdentifier("", "spell", SpellID::encode(subtype)));
-	case Bonus::IMPROVED_NECROMANCY:
-	case Bonus::SPECIAL_UPGRADE:
+	case BonusType::IMPROVED_NECROMANCY:
+	case BonusType::SPECIAL_UPGRADE:
 		return JsonUtils::stringNode(CModHandler::makeFullIdentifier("", "creature", CreatureID::encode(subtype)));
-	case Bonus::GENERATE_RESOURCE:
+	case BonusType::GENERATE_RESOURCE:
 		return JsonUtils::stringNode("resource." + GameConstants::RESOURCE_NAMES[subtype]);
 	default:
 		return JsonUtils::intNode(subtype);
 	}
 }
 
-JsonNode additionalInfoToJson(Bonus::BonusType type, CAddInfo addInfo)
+JsonNode additionalInfoToJson(BonusType type, CAddInfo addInfo)
 {
 	switch(type)
 	{
-	case Bonus::SPECIAL_UPGRADE:
+	case BonusType::SPECIAL_UPGRADE:
 		return JsonUtils::stringNode(CModHandler::makeFullIdentifier("", "creature", CreatureID::encode(addInfo[0])));
 	default:
 		return addInfo.toJsonNode();
 	}
 }
 
-JsonNode durationToJson(ui16 duration)
-{
-	std::vector<std::string> durationNames;
-	for(ui16 durBit = 1; durBit; durBit = durBit << 1)
-	{
-		if(duration & durBit)
-			durationNames.push_back(vstd::findKey(bonusDurationMap, durBit));
-	}
-	if(durationNames.size() == 1)
-	{
-		return JsonUtils::stringNode(durationNames[0]);
-	}
-	else
-	{
-		JsonNode node(JsonNode::JsonType::DATA_VECTOR);
-		for(const std::string & dur : durationNames)
-			node.Vector().push_back(JsonUtils::stringNode(dur));
-		return node;
-	}
-}
-
 JsonNode Bonus::toJsonNode() const
 {
 	JsonNode root(JsonNode::JsonType::DATA_STRUCT);
@@ -257,36 +197,26 @@ JsonNode Bonus::toJsonNode() const
 		root["subtype"] = subtypeToJson(type, subtype);
 	if(additionalInfo != CAddInfo::NONE)
 		root["addInfo"] = additionalInfoToJson(type, additionalInfo);
-	if(duration != 0)
-	{
-		JsonNode durationVec(JsonNode::JsonType::DATA_VECTOR);
-		for(const auto & kv : bonusDurationMap)
-		{
-			if(duration & kv.second)
-				durationVec.Vector().push_back(JsonUtils::stringNode(kv.first));
-		}
-		root["duration"] = durationVec;
-	}
 	if(turnsRemain != 0)
 		root["turns"].Integer() = turnsRemain;
-	if(source != OTHER)
+	if(source != BonusSource::OTHER)
 		root["sourceType"].String() = vstd::findKey(bonusSourceMap, source);
-	if(targetSourceType != OTHER)
+	if(targetSourceType != BonusSource::OTHER)
 		root["targetSourceType"].String() = vstd::findKey(bonusSourceMap, targetSourceType);
 	if(sid != 0)
 		root["sourceID"].Integer() = sid;
 	if(val != 0)
 		root["val"].Integer() = val;
-	if(valType != ADDITIVE_VALUE)
+	if(valType != BonusValueType::ADDITIVE_VALUE)
 		root["valueType"].String() = vstd::findKey(bonusValueMap, valType);
 	if(!stacking.empty())
 		root["stacking"].String() = stacking;
 	if(!description.empty())
 		root["description"].String() = description;
-	if(effectRange != NO_LIMIT)
+	if(effectRange != BonusLimitEffect::NO_LIMIT)
 		root["effectRange"].String() = vstd::findKey(bonusLimitEffect, effectRange);
-	if(duration != PERMANENT)
-		root["duration"] = durationToJson(duration);
+	if(duration != BonusDuration::PERMANENT)
+		root["duration"].String() = vstd::findKey(bonusDurationMap, duration);
 	if(turnsRemain)
 		root["turns"].Integer() = turnsRemain;
 	if(limiter)
@@ -298,32 +228,8 @@ JsonNode Bonus::toJsonNode() const
 	return root;
 }
 
-std::string Bonus::nameForBonus() const
-{
-	switch(type)
-	{
-	case Bonus::PRIMARY_SKILL:
-		return PrimarySkill::names[subtype];
-	case Bonus::SPECIAL_SPELL_LEV:
-	case Bonus::SPECIFIC_SPELL_DAMAGE:
-	case Bonus::SPELL:
-	case Bonus::SPECIAL_PECULIAR_ENCHANT:
-	case Bonus::SPECIAL_ADD_VALUE_ENCHANT:
-	case Bonus::SPECIAL_FIXED_VALUE_ENCHANT:
-		return VLC->spells()->getByIndex(subtype)->getJsonKey();
-	case Bonus::SPECIAL_UPGRADE:
-		return CreatureID::encode(subtype) + "2" + CreatureID::encode(additionalInfo[0]);
-	case Bonus::GENERATE_RESOURCE:
-		return GameConstants::RESOURCE_NAMES[subtype];
-	case Bonus::STACKS_SPEED:
-		return "speed";
-	default:
-		return vstd::findKey(bonusNameMap, type);
-	}
-}
-
-Bonus::Bonus(Bonus::BonusDuration Duration, BonusType Type, BonusSource Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype):
-	duration(static_cast<ui16>(Duration)),
+Bonus::Bonus(BonusDuration Duration, BonusType Type, BonusSource Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype):
+	duration(Duration),
 	type(Type),
 	subtype(Subtype),
 	source(Src),
@@ -332,11 +238,11 @@ Bonus::Bonus(Bonus::BonusDuration Duration, BonusType Type, BonusSource Src, si3
 	description(std::move(Desc))
 {
 	boost::algorithm::trim(description);
-	targetSourceType = OTHER;
+	targetSourceType = BonusSource::OTHER;
 }
 
-Bonus::Bonus(Bonus::BonusDuration Duration, BonusType Type, BonusSource Src, si32 Val, ui32 ID, si32 Subtype, ValueType ValType):
-	duration(static_cast<ui16>(Duration)),
+Bonus::Bonus(BonusDuration Duration, BonusType Type, BonusSource Src, si32 Val, ui32 ID, si32 Subtype, BonusValueType ValType):
+	duration(Duration),
 	type(Type),
 	subtype(Subtype),
 	source(Src),
@@ -345,8 +251,8 @@ Bonus::Bonus(Bonus::BonusDuration Duration, BonusType Type, BonusSource Src, si3
 	valType(ValType)
 {
 	turnsRemain = 0;
-	effectRange = NO_LIMIT;
-	targetSourceType = OTHER;
+	effectRange = BonusLimitEffect::NO_LIMIT;
+	targetSourceType = BonusSource::OTHER;
 }
 
 std::shared_ptr<Bonus> Bonus::addPropagator(const TPropagatorPtr & Propagator)

+ 17 - 264
lib/bonuses/Bonus.h

@@ -9,6 +9,7 @@
  */
 #pragma once
 
+#include "BonusEnum.h"
 #include "../JsonNode.h"
 
 VCMI_LIB_NAMESPACE_BEGIN
@@ -48,266 +49,24 @@ public:
 
 #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) /*Subtype is 1 - land, 0 - sea*/ \
-	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_RADIUS) \
-	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(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(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], val - necromancy level for this purpose */ \
-	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(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(KING) /* val - required slayer bonus val to affect */\
-	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(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(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, also armorer skill/petrify effect for subtype -1*/ \
-	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(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_SPELL_LEV) /*subtype = id, val = value per level in percent*/\
-	BONUS_NAME(SPELL_DAMAGE) /*val = value, now works for sorcery*/\
-	BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
-	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 - power of catapult effect, 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(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 */\
-	BONUS_NAME(LEARN_BATTLE_SPELL_CHANCE) /*skill-agnostic eagle eye chance. subtype = 0 - from enemy, 1 - TODO: from entire battlefield*/\
-	BONUS_NAME(LEARN_BATTLE_SPELL_LEVEL_LIMIT) /*skill-agnostic eagle eye limit, subtype - school (-1 for all), others TODO*/\
-	BONUS_NAME(PERCENTAGE_DAMAGE_BOOST) /*skill-agnostic archery and offence, subtype is 0 for offence and 1 for archery*/\
-	BONUS_NAME(LEARN_MEETING_SPELL_LIMIT) /*skill-agnostic scholar, subtype is -1 for all, TODO for others (> 0)*/\
-	BONUS_NAME(ROUGH_TERRAIN_DISCOUNT) /*skill-agnostic pathfinding*/\
-	BONUS_NAME(WANDERING_CREATURES_JOIN_BONUS) /*skill-agnostic diplomacy*/\
-	BONUS_NAME(BEFORE_BATTLE_REPOSITION) /*skill-agnostic tactics, bonus for allowing tactics*/\
-	BONUS_NAME(BEFORE_BATTLE_REPOSITION_BLOCK) /*skill-agnostic tactics, bonus for blocking opposite tactics. For now donble side tactics is TODO.*/\
-	BONUS_NAME(HERO_EXPERIENCE_GAIN_PERCENT) /*skill-agnostic learning, and we can use it as a global effect also*/\
-	BONUS_NAME(UNDEAD_RAISE_PERCENTAGE) /*Percentage of killed enemy creatures to be raised after battle as undead*/\
-	BONUS_NAME(MANA_PER_KNOWLEDGE) /*Percentage rate of translating 10 hero knowledge to mana, used to intelligence and global bonus*/\
-	BONUS_NAME(HERO_GRANTS_ATTACKS) /*If hero can grant additional attacks to creature, value is number of attacks, subtype is creatureID*/\
-	BONUS_NAME(BONUS_DAMAGE_PERCENTAGE) /*If hero can grant conditional damage to creature, value is percentage, subtype is creatureID*/\
-	BONUS_NAME(BONUS_DAMAGE_CHANCE) /*If hero can grant additional damage to creature, value is chance, subtype is creatureID*/\
-	BONUS_NAME(MAX_LEARNABLE_SPELL_LEVEL) /*This can work as wisdom before. val = max learnable spell level*/\
-	/* 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(GLOBAL) /*used for base bonuses which all heroes or all stacks should have*/\
-	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 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)
-	};
-
-	enum ValueType
-	{
-#define BONUS_VALUE(x) x,
-		BONUS_VALUE_LIST
-#undef BONUS_VALUE
-	};
-
-	ui16 duration = PERMANENT; //uses BonusDuration values
+	BonusDuration duration = BonusDuration::PERMANENT; //uses BonusDuration values
 	si16 turnsRemain = 0; //used if duration is N_TURNS, N_DAYS or ONE_WEEK
 
-	BonusType type = NONE; //uses BonusType values - says to what is this bonus - 1 byte
+	BonusType type = BonusType::NONE; //uses BonusType values - says to what is this bonus - 1 byte
 	TBonusSubtype subtype = -1; //-1 if not applicable - 4 bytes
 
-	BonusSource source = OTHER; //source type" uses BonusSource values - what gave that bonus
+	BonusSource source = BonusSource::OTHER; //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 = 0;
 	ui32 sid = 0; //source id: id of object/artifact/spell
-	ValueType valType = ADDITIVE_VALUE;
+	BonusValueType valType = BonusValueType::ADDITIVE_VALUE;
 	std::string stacking; // bonuses with the same stacking value don't stack (e.g. Angel/Archangel morale bonus)
 
 	CAddInfo additionalInfo;
-	LimitEffect effectRange = NO_LIMIT; //if not NO_LIMIT, bonus will be omitted by default
+	BonusLimitEffect effectRange = BonusLimitEffect::NO_LIMIT; //if not NO_LIMIT, bonus will be omitted by default
 
 	TLimiterPtr limiter;
 	TPropagatorPtr propagator;
@@ -317,7 +76,7 @@ struct DLL_LINKAGE Bonus : public std::enable_shared_from_this<Bonus>
 	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(BonusDuration Duration, BonusType Type, BonusSource Src, si32 Val, ui32 ID, si32 Subtype=-1, BonusValueType ValType = BonusValueType::ADDITIVE_VALUE);
 	Bonus() = default;
 
 	template <typename Handler> void serialize(Handler &h, const int version)
@@ -348,43 +107,43 @@ struct DLL_LINKAGE Bonus : public std::enable_shared_from_this<Bonus>
 	}
 	static bool NDays(const Bonus *hb)
 	{
-		return hb->duration & Bonus::N_DAYS;
+		return hb->duration == BonusDuration::N_DAYS;
 	}
 	static bool NTurns(const Bonus *hb)
 	{
-		return hb->duration & Bonus::N_TURNS;
+		return hb->duration == BonusDuration::N_TURNS;
 	}
 	static bool OneDay(const Bonus *hb)
 	{
-		return hb->duration & Bonus::ONE_DAY;
+		return hb->duration == BonusDuration::ONE_DAY;
 	}
 	static bool OneWeek(const Bonus *hb)
 	{
-		return hb->duration & Bonus::ONE_WEEK;
+		return hb->duration == BonusDuration::ONE_WEEK;
 	}
 	static bool OneBattle(const Bonus *hb)
 	{
-		return hb->duration & Bonus::ONE_BATTLE;
+		return hb->duration == BonusDuration::ONE_BATTLE;
 	}
 	static bool Permanent(const Bonus *hb)
 	{
-		return hb->duration & Bonus::PERMANENT;
+		return hb->duration == BonusDuration::PERMANENT;
 	}
 	static bool UntilGetsTurn(const Bonus *hb)
 	{
-		return hb->duration & Bonus::STACK_GETS_TURN;
+		return hb->duration == BonusDuration::STACK_GETS_TURN;
 	}
 	static bool UntilAttack(const Bonus *hb)
 	{
-		return hb->duration & Bonus::UNTIL_ATTACK;
+		return hb->duration == BonusDuration::UNTIL_ATTACK;
 	}
 	static bool UntilBeingAttacked(const Bonus *hb)
 	{
-		return hb->duration & Bonus::UNTIL_BEING_ATTACKED;
+		return hb->duration == BonusDuration::UNTIL_BEING_ATTACKED;
 	}
 	static bool UntilCommanderKilled(const Bonus *hb)
 	{
-		return hb->duration & Bonus::COMMANDER_KILLED;
+		return hb->duration == BonusDuration::COMMANDER_KILLED;
 	}
 	inline bool operator == (const BonusType & cf) const
 	{
@@ -411,7 +170,6 @@ struct DLL_LINKAGE Bonus : public std::enable_shared_from_this<Bonus>
 
 	std::string Description(std::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(const TLimiterPtr & Limiter); //returns this for convenient chain-calls
 	std::shared_ptr<Bonus> addPropagator(const TPropagatorPtr & Propagator); //returns this for convenient chain-calls
@@ -420,11 +178,6 @@ struct DLL_LINKAGE Bonus : public std::enable_shared_from_this<Bonus>
 
 DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
 
-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::set<std::string> deprecatedBonusSet;
 
 VCMI_LIB_NAMESPACE_END

+ 58 - 0
lib/bonuses/BonusEnum.cpp

@@ -0,0 +1,58 @@
+/*
+ * BonusEnum.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 "BonusEnum.h"
+
+VCMI_LIB_NAMESPACE_BEGIN
+
+#define BONUS_NAME(x) { #x, BonusType::x },
+	const std::map<std::string, BonusType> bonusNameMap = {
+		BONUS_LIST
+	};
+#undef BONUS_NAME
+
+#define BONUS_VALUE(x) { #x, BonusValueType::x },
+	const std::map<std::string, BonusValueType> bonusValueMap = { BONUS_VALUE_LIST };
+#undef BONUS_VALUE
+
+#define BONUS_SOURCE(x) { #x, BonusSource::x },
+	const std::map<std::string, BonusSource> bonusSourceMap = { BONUS_SOURCE_LIST };
+#undef BONUS_SOURCE
+
+#define BONUS_ITEM(x) { #x, BonusDuration::x },
+const std::map<std::string, BonusDuration> 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(UNTIL_BEING_ATTACKED)
+	BONUS_ITEM(UNTIL_ATTACK)
+	BONUS_ITEM(STACK_GETS_TURN)
+	BONUS_ITEM(COMMANDER_KILLED)
+	{ "UNITL_BEING_ATTACKED", BonusDuration::UNTIL_BEING_ATTACKED }//typo, but used in some mods
+};
+#undef BONUS_ITEM
+
+#define BONUS_ITEM(x) { #x, BonusLimitEffect::x },
+const std::map<std::string, BonusLimitEffect> bonusLimitEffect =
+{
+	BONUS_ITEM(NO_LIMIT)
+	BONUS_ITEM(ONLY_DISTANCE_FIGHT)
+	BONUS_ITEM(ONLY_MELEE_FIGHT)
+};
+#undef BONUS_ITEM
+
+VCMI_LIB_NAMESPACE_END

+ 264 - 0
lib/bonuses/BonusEnum.h

@@ -0,0 +1,264 @@
+/*
+ * BonusEnum.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
+
+VCMI_LIB_NAMESPACE_BEGIN
+
+#define BONUS_LIST										\
+	BONUS_NAME(NONE) 									\
+	BONUS_NAME(LEVEL_COUNTER) /* for commander artifacts*/ \
+	BONUS_NAME(MOVEMENT) /*Subtype is 1 - land, 0 - sea*/ \
+	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_RADIUS) \
+	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(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(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], val - necromancy level for this purpose */ \
+	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(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(KING) /* val - required slayer bonus val to affect */\
+	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(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(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, also armorer skill/petrify effect for subtype -1*/ \
+	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(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_SPELL_LEV) /*subtype = id, val = value per level in percent*/\
+	BONUS_NAME(SPELL_DAMAGE) /*val = value, now works for sorcery*/\
+	BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
+	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 - power of catapult effect, 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(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 */\
+	BONUS_NAME(LEARN_BATTLE_SPELL_CHANCE) /*skill-agnostic eagle eye chance. subtype = 0 - from enemy, 1 - TODO: from entire battlefield*/\
+	BONUS_NAME(LEARN_BATTLE_SPELL_LEVEL_LIMIT) /*skill-agnostic eagle eye limit, subtype - school (-1 for all), others TODO*/\
+	BONUS_NAME(PERCENTAGE_DAMAGE_BOOST) /*skill-agnostic archery and offence, subtype is 0 for offence and 1 for archery*/\
+	BONUS_NAME(LEARN_MEETING_SPELL_LIMIT) /*skill-agnostic scholar, subtype is -1 for all, TODO for others (> 0)*/\
+	BONUS_NAME(ROUGH_TERRAIN_DISCOUNT) /*skill-agnostic pathfinding*/\
+	BONUS_NAME(WANDERING_CREATURES_JOIN_BONUS) /*skill-agnostic diplomacy*/\
+	BONUS_NAME(BEFORE_BATTLE_REPOSITION) /*skill-agnostic tactics, bonus for allowing tactics*/\
+	BONUS_NAME(BEFORE_BATTLE_REPOSITION_BLOCK) /*skill-agnostic tactics, bonus for blocking opposite tactics. For now donble side tactics is TODO.*/\
+	BONUS_NAME(HERO_EXPERIENCE_GAIN_PERCENT) /*skill-agnostic learning, and we can use it as a global effect also*/\
+	BONUS_NAME(UNDEAD_RAISE_PERCENTAGE) /*Percentage of killed enemy creatures to be raised after battle as undead*/\
+	BONUS_NAME(MANA_PER_KNOWLEDGE) /*Percentage rate of translating 10 hero knowledge to mana, used to intelligence and global bonus*/\
+	BONUS_NAME(HERO_GRANTS_ATTACKS) /*If hero can grant additional attacks to creature, value is number of attacks, subtype is creatureID*/\
+	BONUS_NAME(BONUS_DAMAGE_PERCENTAGE) /*If hero can grant conditional damage to creature, value is percentage, subtype is creatureID*/\
+	BONUS_NAME(BONUS_DAMAGE_CHANCE) /*If hero can grant additional damage to creature, value is chance, subtype is creatureID*/\
+	BONUS_NAME(MAX_LEARNABLE_SPELL_LEVEL) /*This can work as wisdom before. val = max learnable spell level*/\
+	/* 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(GLOBAL) /*used for base bonuses which all heroes or all stacks should have*/\
+	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
+
+
+enum class BonusType
+{
+#define BONUS_NAME(x) x,
+    BONUS_LIST
+#undef BONUS_NAME
+};
+enum class BonusDuration : uint16_t //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 class 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 class BonusLimitEffect
+{
+    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)
+};
+
+enum class BonusValueType
+{
+#define BONUS_VALUE(x) x,
+    BONUS_VALUE_LIST
+#undef BONUS_VALUE
+};
+
+extern DLL_LINKAGE const std::map<std::string, BonusType> bonusNameMap;
+extern DLL_LINKAGE const std::map<std::string, BonusValueType> bonusValueMap;
+extern DLL_LINKAGE const std::map<std::string, BonusSource> bonusSourceMap;
+extern DLL_LINKAGE const std::map<std::string, BonusDuration> bonusDurationMap;
+extern DLL_LINKAGE const std::map<std::string, BonusLimitEffect> bonusLimitEffect;
+
+VCMI_LIB_NAMESPACE_END

+ 19 - 19
lib/bonuses/BonusList.cpp

@@ -98,7 +98,7 @@ int BonusList::totalValue() const
 	auto percent = [](int64_t base, int64_t percent) -> int {
 		return static_cast<int>(std::clamp<int64_t>((base * (100 + percent)) / 100, std::numeric_limits<int>::min(), std::numeric_limits<int>::max()));
 	};
-	std::array <BonusCollection, Bonus::BonusSource::NUM_BONUS_SOURCE> sources = {};
+	std::array <BonusCollection, vstd::to_underlying(BonusSource::NUM_BONUS_SOURCE)> sources = {};
 	BonusCollection any;
 	bool hasIndepMax = false;
 	bool hasIndepMin = false;
@@ -107,31 +107,31 @@ int BonusList::totalValue() const
 	{
 		switch(b->valType)
 		{
-		case Bonus::BASE_NUMBER:
-			sources[b->source].base += b->val;
+		case BonusValueType::BASE_NUMBER:
+			sources[vstd::to_underlying(b->source)].base += b->val;
 			break;
-		case Bonus::PERCENT_TO_ALL:
-			sources[b->source].percentToAll += b->val;
+		case BonusValueType::PERCENT_TO_ALL:
+			sources[vstd::to_underlying(b->source)].percentToAll += b->val;
 			break;
-		case Bonus::PERCENT_TO_BASE:
-			sources[b->source].percentToBase += b->val;
+		case BonusValueType::PERCENT_TO_BASE:
+			sources[vstd::to_underlying(b->source)].percentToBase += b->val;
 			break;
-		case Bonus::PERCENT_TO_SOURCE:
-			sources[b->source].percentToSource += b->val;
+		case BonusValueType::PERCENT_TO_SOURCE:
+			sources[vstd::to_underlying(b->source)].percentToSource += b->val;
 			break;
-		case Bonus::PERCENT_TO_TARGET_TYPE:
-			sources[b->targetSourceType].percentToSource += b->val;
+		case BonusValueType::PERCENT_TO_TARGET_TYPE:
+			sources[vstd::to_underlying(b->targetSourceType)].percentToSource += b->val;
 			break;
-		case Bonus::ADDITIVE_VALUE:
-			sources[b->source].additive += b->val;
+		case BonusValueType::ADDITIVE_VALUE:
+			sources[vstd::to_underlying(b->source)].additive += b->val;
 			break;
-		case Bonus::INDEPENDENT_MAX:
+		case BonusValueType::INDEPENDENT_MAX:
 			hasIndepMax = true;
-			vstd::amax(sources[b->source].indepMax, b->val);
+			vstd::amax(sources[vstd::to_underlying(b->source)].indepMax, b->val);
 			break;
-		case Bonus::INDEPENDENT_MIN:
+		case BonusValueType::INDEPENDENT_MIN:
 			hasIndepMin = true;
-			vstd::amin(sources[b->source].indepMin, b->val);
+			vstd::amin(sources[vstd::to_underlying(b->source)].indepMin, b->val);
 			break;
 		}
 	}
@@ -155,7 +155,7 @@ int BonusList::totalValue() const
 
 	const int notIndepBonuses = static_cast<int>(std::count_if(bonuses.cbegin(), bonuses.cend(), [](const std::shared_ptr<Bonus>& b)
 	{
-		return b->valType != Bonus::INDEPENDENT_MAX && b->valType != Bonus::INDEPENDENT_MIN;
+		return b->valType != BonusValueType::INDEPENDENT_MAX && b->valType != BonusValueType::INDEPENDENT_MIN;
 	}));
 
 	if(notIndepBonuses)
@@ -190,7 +190,7 @@ void BonusList::getBonuses(BonusList & out, const CSelector &selector, const CSe
 	for(const auto & b : bonuses)
 	{
 		//add matching bonuses that matches limit predicate or have NO_LIMIT if no given predicate
-		auto noFightLimit = b->effectRange == Bonus::NO_LIMIT;
+		auto noFightLimit = b->effectRange == BonusLimitEffect::NO_LIMIT;
 		if(selector(b.get()) && ((!limit && noFightLimit) || ((bool)limit && limit(b.get()))))
 			out.push_back(b);
 	}

+ 45 - 45
lib/bonuses/BonusParams.cpp

@@ -23,112 +23,112 @@ BonusParams::BonusParams(std::string deprecatedTypeStr, std::string deprecatedSu
 	if(deprecatedTypeStr == "SECONDARY_SKILL_PREMY" || deprecatedTypeStr == "SPECIAL_SECONDARY_SKILL")
 	{
 		if(deprecatedSubtype == SecondarySkill::PATHFINDING || deprecatedSubtypeStr == "skill.pathfinding")
-			type = Bonus::ROUGH_TERRAIN_DISCOUNT;
+			type = BonusType::ROUGH_TERRAIN_DISCOUNT;
 		else if(deprecatedSubtype == SecondarySkill::DIPLOMACY || deprecatedSubtypeStr == "skill.diplomacy")
-			type = Bonus::WANDERING_CREATURES_JOIN_BONUS;
+			type = BonusType::WANDERING_CREATURES_JOIN_BONUS;
 		else if(deprecatedSubtype == SecondarySkill::WISDOM || deprecatedSubtypeStr == "skill.wisdom")
-			type = Bonus::MAX_LEARNABLE_SPELL_LEVEL;
+			type = BonusType::MAX_LEARNABLE_SPELL_LEVEL;
 		else if(deprecatedSubtype == SecondarySkill::MYSTICISM || deprecatedSubtypeStr == "skill.mysticism")
-			type = Bonus::MANA_REGENERATION;
+			type = BonusType::MANA_REGENERATION;
 		else if(deprecatedSubtype == SecondarySkill::NECROMANCY || deprecatedSubtypeStr == "skill.necromancy")
-			type = Bonus::UNDEAD_RAISE_PERCENTAGE;
+			type = BonusType::UNDEAD_RAISE_PERCENTAGE;
 		else if(deprecatedSubtype == SecondarySkill::LEARNING || deprecatedSubtypeStr == "skill.learning")
-			type = Bonus::HERO_EXPERIENCE_GAIN_PERCENT;
+			type = BonusType::HERO_EXPERIENCE_GAIN_PERCENT;
 		else if(deprecatedSubtype == SecondarySkill::RESISTANCE || deprecatedSubtypeStr == "skill.resistance")
-			type = Bonus::MAGIC_RESISTANCE;
+			type = BonusType::MAGIC_RESISTANCE;
 		else if(deprecatedSubtype == SecondarySkill::EAGLE_EYE || deprecatedSubtypeStr == "skill.eagleEye")
-			type = Bonus::LEARN_BATTLE_SPELL_CHANCE;
+			type = BonusType::LEARN_BATTLE_SPELL_CHANCE;
 		else if(deprecatedSubtype == SecondarySkill::SCOUTING || deprecatedSubtypeStr == "skill.scouting")
-			type = Bonus::SIGHT_RADIUS;
+			type = BonusType::SIGHT_RADIUS;
 		else if(deprecatedSubtype == SecondarySkill::INTELLIGENCE || deprecatedSubtypeStr == "skill.intelligence")
 		{
-			type = Bonus::MANA_PER_KNOWLEDGE;
-			valueType = Bonus::PERCENT_TO_BASE;
+			type = BonusType::MANA_PER_KNOWLEDGE;
+			valueType = BonusValueType::PERCENT_TO_BASE;
 			valueTypeRelevant = true;
 		}
 		else if(deprecatedSubtype == SecondarySkill::SORCERY || deprecatedSubtypeStr == "skill.sorcery")
-			type = Bonus::SPELL_DAMAGE;
+			type = BonusType::SPELL_DAMAGE;
 		else if(deprecatedSubtype == SecondarySkill::SCHOLAR || deprecatedSubtypeStr == "skill.scholar")
-			type = Bonus::LEARN_MEETING_SPELL_LIMIT;
+			type = BonusType::LEARN_MEETING_SPELL_LIMIT;
 		else if(deprecatedSubtype == SecondarySkill::ARCHERY|| deprecatedSubtypeStr == "skill.archery")
 		{
 			subtype = 1;
 			subtypeRelevant = true;
-			type = Bonus::PERCENTAGE_DAMAGE_BOOST;
+			type = BonusType::PERCENTAGE_DAMAGE_BOOST;
 		}
 		else if(deprecatedSubtype == SecondarySkill::OFFENCE || deprecatedSubtypeStr == "skill.offence")
 		{
 			subtype = 0;
 			subtypeRelevant = true;
-			type = Bonus::PERCENTAGE_DAMAGE_BOOST;
+			type = BonusType::PERCENTAGE_DAMAGE_BOOST;
 		}
 		else if(deprecatedSubtype == SecondarySkill::ARMORER || deprecatedSubtypeStr == "skill.armorer")
 		{
 			subtype = -1;
 			subtypeRelevant = true;
-			type = Bonus::GENERAL_DAMAGE_REDUCTION;
+			type = BonusType::GENERAL_DAMAGE_REDUCTION;
 		}
 		else if(deprecatedSubtype == SecondarySkill::NAVIGATION || deprecatedSubtypeStr == "skill.navigation")
 		{
 			subtype = 0;
 			subtypeRelevant = true;
-			valueType = Bonus::PERCENT_TO_BASE;
+			valueType = BonusValueType::PERCENT_TO_BASE;
 			valueTypeRelevant = true;
-			type = Bonus::MOVEMENT;
+			type = BonusType::MOVEMENT;
 		}
 		else if(deprecatedSubtype == SecondarySkill::LOGISTICS || deprecatedSubtypeStr == "skill.logistics")
 		{
 			subtype = 1;
 			subtypeRelevant = true;
-			valueType = Bonus::PERCENT_TO_BASE;
+			valueType = BonusValueType::PERCENT_TO_BASE;
 			valueTypeRelevant = true;
-			type = Bonus::MOVEMENT;
+			type = BonusType::MOVEMENT;
 		}
 		else if(deprecatedSubtype == SecondarySkill::ESTATES || deprecatedSubtypeStr == "skill.estates")
 		{
-			type = Bonus::GENERATE_RESOURCE;
+			type = BonusType::GENERATE_RESOURCE;
 			subtype = GameResID(EGameResID::GOLD);
 			subtypeRelevant = true;
 		}
 		else if(deprecatedSubtype == SecondarySkill::AIR_MAGIC || deprecatedSubtypeStr == "skill.airMagic")
 		{
-			type = Bonus::MAGIC_SCHOOL_SKILL;
+			type = BonusType::MAGIC_SCHOOL_SKILL;
 			subtypeRelevant = true;
 			subtype = 4;
 		}
 		else if(deprecatedSubtype == SecondarySkill::WATER_MAGIC || deprecatedSubtypeStr == "skill.waterMagic")
 		{
-			type = Bonus::MAGIC_SCHOOL_SKILL;
+			type = BonusType::MAGIC_SCHOOL_SKILL;
 			subtypeRelevant = true;
 			subtype = 1;
 		}
 		else if(deprecatedSubtype == SecondarySkill::FIRE_MAGIC || deprecatedSubtypeStr == "skill.fireMagic")
 		{
-			type = Bonus::MAGIC_SCHOOL_SKILL;
+			type = BonusType::MAGIC_SCHOOL_SKILL;
 			subtypeRelevant = true;
 			subtype = 2;
 		}
 		else if(deprecatedSubtype == SecondarySkill::EARTH_MAGIC || deprecatedSubtypeStr == "skill.earthMagic")
 		{
-			type = Bonus::MAGIC_SCHOOL_SKILL;
+			type = BonusType::MAGIC_SCHOOL_SKILL;
 			subtypeRelevant = true;
 			subtype = 8;
 		}
 		else if (deprecatedSubtype == SecondarySkill::ARTILLERY || deprecatedSubtypeStr == "skill.artillery")
 		{
-			type = Bonus::BONUS_DAMAGE_CHANCE;
+			type = BonusType::BONUS_DAMAGE_CHANCE;
 			subtypeRelevant = true;
 			subtypeStr = "core:creature.ballista";
 		}
 		else if (deprecatedSubtype == SecondarySkill::FIRST_AID || deprecatedSubtypeStr == "skill.firstAid")
 		{
-			type = Bonus::SPECIFIC_SPELL_POWER;
+			type = BonusType::SPECIFIC_SPELL_POWER;
 			subtypeRelevant = true;
 			subtypeStr = "core:spell.firstAid";
 		}
 		else if (deprecatedSubtype == SecondarySkill::BALLISTICS || deprecatedSubtypeStr == "skill.ballistics")
 		{
-			type = Bonus::CATAPULT_EXTRA_SHOTS;
+			type = BonusType::CATAPULT_EXTRA_SHOTS;
 			subtypeRelevant = true;
 			subtypeStr = "core:spell.catapultShot";
 		}
@@ -138,10 +138,10 @@ BonusParams::BonusParams(std::string deprecatedTypeStr, std::string deprecatedSu
 	else if (deprecatedTypeStr == "SECONDARY_SKILL_VAL2")
 	{
 		if(deprecatedSubtype == SecondarySkill::EAGLE_EYE || deprecatedSubtypeStr == "skill.eagleEye")
-			type = Bonus::LEARN_BATTLE_SPELL_LEVEL_LIMIT;
+			type = BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT;
 		else if (deprecatedSubtype == SecondarySkill::ARTILLERY || deprecatedSubtypeStr == "skill.artillery")
 		{
-			type = Bonus::HERO_GRANTS_ATTACKS;
+			type = BonusType::HERO_GRANTS_ATTACKS;
 			subtypeRelevant = true;
 			subtypeStr = "core:creature.ballista";
 		}
@@ -152,68 +152,68 @@ BonusParams::BonusParams(std::string deprecatedTypeStr, std::string deprecatedSu
 	{
 		subtype = 0;
 		subtypeRelevant = true;
-		valueType = Bonus::ADDITIVE_VALUE;
+		valueType = BonusValueType::ADDITIVE_VALUE;
 		valueTypeRelevant = true;
-		type = Bonus::MOVEMENT;
+		type = BonusType::MOVEMENT;
 	}
 	else if (deprecatedTypeStr == "LAND_MOVEMENT")
 	{
 		subtype = 1;
 		subtypeRelevant = true;
-		valueType = Bonus::ADDITIVE_VALUE;
+		valueType = BonusValueType::ADDITIVE_VALUE;
 		valueTypeRelevant = true;
-		type = Bonus::MOVEMENT;
+		type = BonusType::MOVEMENT;
 	}
 	else if (deprecatedTypeStr == "MAXED_SPELL")
 	{
-		type = Bonus::SPELL;
+		type = BonusType::SPELL;
 		subtypeStr = deprecatedSubtypeStr;
 		subtypeRelevant = true;
-		valueType = Bonus::INDEPENDENT_MAX;
+		valueType = BonusValueType::INDEPENDENT_MAX;
 		valueTypeRelevant = true;
 		val = 3;
 		valRelevant = true;
 	}
 	else if (deprecatedTypeStr == "FULL_HP_REGENERATION")
 	{
-		type = Bonus::HP_REGENERATION;
+		type = BonusType::HP_REGENERATION;
 		val = 100000; //very high value to always chose stack health
 		valRelevant = true;
 	}
 	else if (deprecatedTypeStr == "KING1")
 	{
-		type = Bonus::KING;
+		type = BonusType::KING;
 		val = 0;
 		valRelevant = true;
 	}
 	else if (deprecatedTypeStr == "KING2")
 	{
-		type = Bonus::KING;
+		type = BonusType::KING;
 		val = 2;
 		valRelevant = true;
 	}
 	else if (deprecatedTypeStr == "KING3")
 	{
-		type = Bonus::KING;
+		type = BonusType::KING;
 		val = 3;
 		valRelevant = true;
 	}
 	else if (deprecatedTypeStr == "SIGHT_RADIOUS")
-		type = Bonus::SIGHT_RADIUS;
+		type = BonusType::SIGHT_RADIUS;
 	else if (deprecatedTypeStr == "SELF_MORALE")
 	{
-		type = Bonus::MORALE;
+		type = BonusType::MORALE;
 		val = 1;
 		valRelevant = true;
-		valueType = Bonus::INDEPENDENT_MAX;
+		valueType = BonusValueType::INDEPENDENT_MAX;
 		valueTypeRelevant = true;
 	}
 	else if (deprecatedTypeStr == "SELF_LUCK")
 	{
-		type = Bonus::LUCK;
+		type = BonusType::LUCK;
 		val = 1;
 		valRelevant = true;
-		valueType = Bonus::INDEPENDENT_MAX;
+		valueType = BonusValueType::INDEPENDENT_MAX;
 		valueTypeRelevant = true;
 	}
 	else

+ 3 - 3
lib/bonuses/BonusParams.h

@@ -18,15 +18,15 @@ VCMI_LIB_NAMESPACE_BEGIN
 
 struct DLL_LINKAGE BonusParams {
 	bool isConverted;
-	Bonus::BonusType type = Bonus::NONE;
+	BonusType type = BonusType::NONE;
 	TBonusSubtype subtype = -1;
 	std::string subtypeStr;
 	bool subtypeRelevant = false;
-	Bonus::ValueType valueType = Bonus::BASE_NUMBER;
+	BonusValueType valueType = BonusValueType::BASE_NUMBER;
 	bool valueTypeRelevant = false;
 	si32 val = 0;
 	bool valRelevant = false;
-	Bonus::BonusSource targetType = Bonus::SECONDARY_SKILL;
+	BonusSource targetType = BonusSource::SECONDARY_SKILL;
 	bool targetTypeRelevant = false;
 
 	BonusParams(bool isConverted = true) : isConverted(isConverted) {};

+ 17 - 17
lib/bonuses/BonusSelector.cpp

@@ -15,9 +15,9 @@ VCMI_LIB_NAMESPACE_BEGIN
 
 namespace Selector
 {
-	DLL_LINKAGE CSelectFieldEqual<Bonus::BonusType> & type()
+	DLL_LINKAGE CSelectFieldEqual<BonusType> & type()
 	{
-		static CSelectFieldEqual<Bonus::BonusType> stype(&Bonus::type);
+		static CSelectFieldEqual<BonusType> stype(&Bonus::type);
 		return stype;
 	}
 
@@ -33,53 +33,53 @@ namespace Selector
 		return sinfo;
 	}
 
-	DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> & sourceType()
+	DLL_LINKAGE CSelectFieldEqual<BonusSource> & sourceType()
 	{
-		static CSelectFieldEqual<Bonus::BonusSource> ssourceType(&Bonus::source);
+		static CSelectFieldEqual<BonusSource> ssourceType(&Bonus::source);
 		return ssourceType;
 	}
 
-	DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> & targetSourceType()
+	DLL_LINKAGE CSelectFieldEqual<BonusSource> & targetSourceType()
 	{
-		static CSelectFieldEqual<Bonus::BonusSource> ssourceType(&Bonus::targetSourceType);
+		static CSelectFieldEqual<BonusSource> ssourceType(&Bonus::targetSourceType);
 		return ssourceType;
 	}
 
-	DLL_LINKAGE CSelectFieldEqual<Bonus::LimitEffect> & effectRange()
+	DLL_LINKAGE CSelectFieldEqual<BonusLimitEffect> & effectRange()
 	{
-		static CSelectFieldEqual<Bonus::LimitEffect> seffectRange(&Bonus::effectRange);
+		static CSelectFieldEqual<BonusLimitEffect> seffectRange(&Bonus::effectRange);
 		return seffectRange;
 	}
 
 	DLL_LINKAGE CWillLastTurns turns;
 	DLL_LINKAGE CWillLastDays days;
 
-	CSelector DLL_LINKAGE typeSubtype(Bonus::BonusType Type, TBonusSubtype Subtype)
+	CSelector DLL_LINKAGE typeSubtype(BonusType Type, TBonusSubtype Subtype)
 	{
 		return type()(Type).And(subtype()(Subtype));
 	}
 
-	CSelector DLL_LINKAGE typeSubtypeInfo(Bonus::BonusType type, TBonusSubtype subtype, const CAddInfo & info)
+	CSelector DLL_LINKAGE typeSubtypeInfo(BonusType type, TBonusSubtype subtype, const CAddInfo & info)
 	{
-		return CSelectFieldEqual<Bonus::BonusType>(&Bonus::type)(type)
+		return CSelectFieldEqual<BonusType>(&Bonus::type)(type)
 			.And(CSelectFieldEqual<TBonusSubtype>(&Bonus::subtype)(subtype))
 			.And(CSelectFieldEqual<CAddInfo>(&Bonus::additionalInfo)(info));
 	}
 
-	CSelector DLL_LINKAGE source(Bonus::BonusSource source, ui32 sourceID)
+	CSelector DLL_LINKAGE source(BonusSource source, ui32 sourceID)
 	{
-		return CSelectFieldEqual<Bonus::BonusSource>(&Bonus::source)(source)
+		return CSelectFieldEqual<BonusSource>(&Bonus::source)(source)
 			.And(CSelectFieldEqual<ui32>(&Bonus::sid)(sourceID));
 	}
 
-	CSelector DLL_LINKAGE sourceTypeSel(Bonus::BonusSource source)
+	CSelector DLL_LINKAGE sourceTypeSel(BonusSource source)
 	{
-		return CSelectFieldEqual<Bonus::BonusSource>(&Bonus::source)(source);
+		return CSelectFieldEqual<BonusSource>(&Bonus::source)(source);
 	}
 
-	CSelector DLL_LINKAGE valueType(Bonus::ValueType valType)
+	CSelector DLL_LINKAGE valueType(BonusValueType valType)
 	{
-		return CSelectFieldEqual<Bonus::ValueType>(&Bonus::valType)(valType);
+		return CSelectFieldEqual<BonusValueType>(&Bonus::valType)(valType);
 	}
 
 	DLL_LINKAGE CSelector all([](const Bonus * b){return true;});

+ 9 - 9
lib/bonuses/BonusSelector.h

@@ -125,20 +125,20 @@ public:
 
 namespace Selector
 {
-	extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusType> & type();
+	extern DLL_LINKAGE CSelectFieldEqual<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 CSelectFieldEqual<BonusSource> & sourceType();
+	extern DLL_LINKAGE CSelectFieldEqual<BonusSource> & targetSourceType();
+	extern DLL_LINKAGE CSelectFieldEqual<BonusLimitEffect> & 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, const 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);
+	CSelector DLL_LINKAGE typeSubtype(BonusType Type, TBonusSubtype Subtype);
+	CSelector DLL_LINKAGE typeSubtypeInfo(BonusType type, TBonusSubtype subtype, const CAddInfo & info);
+	CSelector DLL_LINKAGE source(BonusSource source, ui32 sourceID);
+	CSelector DLL_LINKAGE sourceTypeSel(BonusSource source);
+	CSelector DLL_LINKAGE valueType(BonusValueType valType);
 
 	/**
 	 * Selects all bonuses

+ 2 - 2
lib/bonuses/CBonusProxy.cpp

@@ -152,7 +152,7 @@ int CTotalsProxy::getValueAndList(TConstBonusListPtr & outBonusList) const
 
 int CTotalsProxy::getMeleeValue() const
 {
-	static const auto limit = Selector::effectRange()(Bonus::NO_LIMIT).Or(Selector::effectRange()(Bonus::ONLY_MELEE_FIGHT));
+	static const auto limit = Selector::effectRange()(BonusLimitEffect::NO_LIMIT).Or(Selector::effectRange()(BonusLimitEffect::ONLY_MELEE_FIGHT));
 
 	const auto treeVersion = target->getTreeVersion();
 
@@ -168,7 +168,7 @@ int CTotalsProxy::getMeleeValue() const
 
 int CTotalsProxy::getRangedValue() const
 {
-	static const auto limit = Selector::effectRange()(Bonus::NO_LIMIT).Or(Selector::effectRange()(Bonus::ONLY_DISTANCE_FIGHT));
+	static const auto limit = Selector::effectRange()(BonusLimitEffect::NO_LIMIT).Or(Selector::effectRange()(BonusLimitEffect::ONLY_DISTANCE_FIGHT));
 
 	const auto treeVersion = target->getTreeVersion();
 

+ 3 - 3
lib/bonuses/IBonusBearer.cpp

@@ -15,7 +15,7 @@
 
 VCMI_LIB_NAMESPACE_BEGIN
 
-int IBonusBearer::valOfBonuses(Bonus::BonusType type, int subtype) const
+int IBonusBearer::valOfBonuses(BonusType type, int subtype) const
 {
 	//This part is performance-critical
 	std::string cachingStr = "type_" + std::to_string(static_cast<int>(type)) + "_" + std::to_string(subtype);
@@ -44,7 +44,7 @@ bool IBonusBearer::hasBonus(const CSelector &selector, const CSelector &limit, c
 	return getBonuses(selector, limit, cachingStr)->size() > 0;
 }
 
-bool IBonusBearer::hasBonusOfType(Bonus::BonusType type, int subtype) const
+bool IBonusBearer::hasBonusOfType(BonusType type, int subtype) const
 {
 	//This part is performance-ciritcal
 	std::string cachingStr = "type_" + std::to_string(static_cast<int>(type)) + "_" + std::to_string(subtype);
@@ -66,7 +66,7 @@ TConstBonusListPtr IBonusBearer::getBonuses(const CSelector &selector, const CSe
 	return getAllBonuses(selector, limit, nullptr, cachingStr);
 }
 
-bool IBonusBearer::hasBonusFrom(Bonus::BonusSource source, ui32 sourceID) const
+bool IBonusBearer::hasBonusFrom(BonusSource source, ui32 sourceID) const
 {
 	boost::format fmt("source_%did_%d");
 	fmt % static_cast<int>(source) % sourceID;

+ 3 - 3
lib/bonuses/IBonusBearer.h

@@ -33,9 +33,9 @@ public:
 	std::shared_ptr<const Bonus> getBonus(const CSelector &selector) const; //returns any bonus visible on node that matches (or nullptr if none matches)
 
 	//Optimized interface (with auto-caching)
-	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;
+	int valOfBonuses(BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then anyt;
+	bool hasBonusOfType(BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
+	bool hasBonusFrom(BonusSource source, ui32 sourceID) const;
 
 	virtual int64_t getTreeVersion() const = 0;
 };

+ 9 - 9
lib/bonuses/Limiters.cpp

@@ -30,9 +30,9 @@ VCMI_LIB_NAMESPACE_BEGIN
 
 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)},
+	{"SHOOTER_ONLY", std::make_shared<HasAnotherBonusLimiter>(BonusType::SHOOTER)},
+	{"DRAGON_NATURE", std::make_shared<HasAnotherBonusLimiter>(BonusType::DRAGON_NATURE)},
+	{"IS_UNDEAD", std::make_shared<HasAnotherBonusLimiter>(BonusType::UNDEAD)},
 	{"CREATURE_NATIVE_TERRAIN", std::make_shared<CreatureTerrainLimiter>()},
 	{"CREATURE_FACTION", std::make_shared<AllOfLimiter>(std::initializer_list<TLimiterPtr>{std::make_shared<CreatureLevelLimiter>(), std::make_shared<FactionLimiter>()})},
 	{"SAME_FACTION", std::make_shared<FactionLimiter>()},
@@ -136,22 +136,22 @@ JsonNode CCreatureTypeLimiter::toJsonNode() const
 	return root;
 }
 
-HasAnotherBonusLimiter::HasAnotherBonusLimiter( Bonus::BonusType bonus )
+HasAnotherBonusLimiter::HasAnotherBonusLimiter( BonusType bonus )
 	: type(bonus), subtype(0), isSubtypeRelevant(false), isSourceRelevant(false), isSourceIDRelevant(false)
 {
 }
 
-HasAnotherBonusLimiter::HasAnotherBonusLimiter( Bonus::BonusType bonus, TBonusSubtype _subtype )
+HasAnotherBonusLimiter::HasAnotherBonusLimiter( BonusType bonus, TBonusSubtype _subtype )
 	: type(bonus), subtype(_subtype), isSubtypeRelevant(true), isSourceRelevant(false), isSourceIDRelevant(false)
 {
 }
 
-HasAnotherBonusLimiter::HasAnotherBonusLimiter(Bonus::BonusType bonus, Bonus::BonusSource src)
+HasAnotherBonusLimiter::HasAnotherBonusLimiter(BonusType bonus, BonusSource src)
 	: type(bonus), source(src), isSubtypeRelevant(false), isSourceRelevant(true), isSourceIDRelevant(false)
 {
 }
 
-HasAnotherBonusLimiter::HasAnotherBonusLimiter(Bonus::BonusType bonus, TBonusSubtype _subtype, Bonus::BonusSource src)
+HasAnotherBonusLimiter::HasAnotherBonusLimiter(BonusType bonus, TBonusSubtype _subtype, BonusSource src)
 	: type(bonus), subtype(_subtype), isSubtypeRelevant(true), source(src), isSourceRelevant(true), isSourceIDRelevant(false)
 {
 }
@@ -303,10 +303,10 @@ ILimiter::EDecision FactionLimiter::limit(const BonusLimitationContext &context)
 
 		switch(context.b.source)
 		{
-			case Bonus::CREATURE_ABILITY:
+			case BonusSource::CREATURE_ABILITY:
 				return bearer->getFaction() == CreatureID(context.b.sid).toCreature()->getFaction() ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD;
 			
-			case Bonus::TOWN_STRUCTURE:
+			case BonusSource::TOWN_STRUCTURE:
 				return bearer->getFaction() == FactionID(Bonus::getHighFromSid32(context.b.sid)) ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD;
 
 			//TODO: other sources of bonuses

+ 6 - 6
lib/bonuses/Limiters.h

@@ -111,18 +111,18 @@ public:
 class DLL_LINKAGE HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
 {
 public:
-	Bonus::BonusType type;
+	BonusType type;
 	TBonusSubtype subtype;
-	Bonus::BonusSource source;
+	BonusSource source;
 	si32 sid;
 	bool isSubtypeRelevant; //check for subtype only if this is true
 	bool isSourceRelevant; //check for bonus source only if this is true
 	bool isSourceIDRelevant; //check for bonus source only if this is true
 
-	HasAnotherBonusLimiter(Bonus::BonusType bonus = Bonus::NONE);
-	HasAnotherBonusLimiter(Bonus::BonusType bonus, TBonusSubtype _subtype);
-	HasAnotherBonusLimiter(Bonus::BonusType bonus, Bonus::BonusSource src);
-	HasAnotherBonusLimiter(Bonus::BonusType bonus, TBonusSubtype _subtype, Bonus::BonusSource src);
+	HasAnotherBonusLimiter(BonusType bonus = BonusType::NONE);
+	HasAnotherBonusLimiter(BonusType bonus, TBonusSubtype _subtype);
+	HasAnotherBonusLimiter(BonusType bonus, BonusSource src);
+	HasAnotherBonusLimiter(BonusType bonus, TBonusSubtype _subtype, BonusSource src);
 
 	EDecision limit(const BonusLimitationContext &context) const override;
 	std::string toString() const override;

+ 4 - 4
lib/bonuses/Updaters.cpp

@@ -118,17 +118,17 @@ ArmyMovementUpdater::ArmyMovementUpdater(int base, int divider, int multiplier,
 
 std::shared_ptr<Bonus> ArmyMovementUpdater::createUpdatedBonus(const std::shared_ptr<Bonus> & b, const CBonusSystemNode & context) const
 {
-	if(b->type == Bonus::MOVEMENT && context.getNodeType() == CBonusSystemNode::HERO)
+	if(b->type == BonusType::MOVEMENT && context.getNodeType() == CBonusSystemNode::HERO)
 	{
 		auto speed = static_cast<const CGHeroInstance &>(context).getLowestCreatureSpeed();
 		si32 armySpeed = speed * base / divider;
 		auto counted = armySpeed * multiplier;
 		auto newBonus = std::make_shared<Bonus>(*b);
-		newBonus->source = Bonus::ARMY;
+		newBonus->source = BonusSource::ARMY;
 		newBonus->val += vstd::amin(counted, max);
 		return newBonus;
 	}
-	if(b->type != Bonus::MOVEMENT)
+	if(b->type != BonusType::MOVEMENT)
 		logGlobal->error("ArmyMovementUpdater should only be used for MOVEMENT bonus!");
 	return b;
 }
@@ -203,7 +203,7 @@ std::shared_ptr<Bonus> OwnerUpdater::createUpdatedBonus(const std::shared_ptr<Bo
 		owner = PlayerColor::NEUTRAL;
 
 	std::shared_ptr<Bonus> updated =
-		std::make_shared<Bonus>(static_cast<Bonus::BonusDuration>(b->duration), b->type, b->source, b->val, b->sid, b->subtype, b->valType);
+		std::make_shared<Bonus>(b->duration, b->type, b->source, b->val, b->sid, b->subtype, b->valType);
 	updated->limiter = std::make_shared<OppositeSideLimiter>(owner);
 	return updated;
 }

+ 6 - 6
lib/mapObjects/CArmedInstance.cpp

@@ -37,7 +37,7 @@ void CArmedInstance::randomizeArmy(int type)
 }
 
 // Take Angelic Alliance troop-mixing freedom of non-evil units into account.
-CSelector CArmedInstance::nonEvilAlignmentMixSelector = Selector::type()(Bonus::NONEVIL_ALIGNMENT_MIX);
+CSelector CArmedInstance::nonEvilAlignmentMixSelector = Selector::type()(BonusType::NONEVIL_ALIGNMENT_MIX);
 
 CArmedInstance::CArmedInstance()
 	:CArmedInstance(false)
@@ -56,10 +56,10 @@ void CArmedInstance::updateMoraleBonusFromArmy()
 	if(!validTypes(false)) //object not randomized, don't bother
 		return;
 
-	auto b = getExportedBonusList().getFirst(Selector::sourceType()(Bonus::ARMY).And(Selector::type()(Bonus::MORALE)));
+	auto b = getExportedBonusList().getFirst(Selector::sourceType()(BonusSource::ARMY).And(Selector::type()(BonusType::MORALE)));
  	if(!b)
 	{
-		b = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);
+		b = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, 0, -1);
 		addNewBonus(b);
 	}
 
@@ -68,7 +68,7 @@ void CArmedInstance::updateMoraleBonusFromArmy()
 	bool hasUndead = false;
 
 	const std::string undeadCacheKey = "type_UNDEAD";
-	static const CSelector undeadSelector = Selector::type()(Bonus::UNDEAD);
+	static const CSelector undeadSelector = Selector::type()(BonusType::UNDEAD);
 
 	for(const auto & slot : Slots())
 	{
@@ -121,12 +121,12 @@ void CArmedInstance::updateMoraleBonusFromArmy()
 
 	//-1 modifier for any Undead unit in army
 	const ui8 UNDEAD_MODIFIER_ID = -2;
-	auto undeadModifier = getExportedBonusList().getFirst(Selector::source(Bonus::ARMY, UNDEAD_MODIFIER_ID));
+	auto undeadModifier = getExportedBonusList().getFirst(Selector::source(BonusSource::ARMY, UNDEAD_MODIFIER_ID));
  	if(hasUndead)
 	{
 		if(!undeadModifier)
 		{
-			undeadModifier = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, -1, UNDEAD_MODIFIER_ID, VLC->generaltexth->arraytxt[116]);
+			undeadModifier = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, -1, UNDEAD_MODIFIER_ID, VLC->generaltexth->arraytxt[116]);
 			undeadModifier->description = undeadModifier->description.substr(0, undeadModifier->description.size()-2);//trim value
 			addNewBonus(undeadModifier);
 		}

+ 4 - 4
lib/mapObjects/CBank.cpp

@@ -169,10 +169,10 @@ void CBank::doVisit(const CGHeroInstance * hero) const
 		{
 			GiveBonus gbonus;
 			gbonus.id = hero->id.getNum();
-			gbonus.bonus.duration = Bonus::ONE_BATTLE;
-			gbonus.bonus.source = Bonus::OBJECT;
+			gbonus.bonus.duration = BonusDuration::ONE_BATTLE;
+			gbonus.bonus.source = BonusSource::OBJECT;
 			gbonus.bonus.sid = ID;
-			gbonus.bonus.type = Bonus::MORALE;
+			gbonus.bonus.type = BonusType::MORALE;
 			gbonus.bonus.val = -1;
 			switch (ID)
 			{
@@ -197,7 +197,7 @@ void CBank::doVisit(const CGHeroInstance * hero) const
 		case Obj::PYRAMID:
 		{
 			GiveBonus gb;
-			gb.bonus = Bonus(Bonus::ONE_BATTLE, Bonus::LUCK, Bonus::OBJECT, -2, id.getNum(), VLC->generaltexth->arraytxt[70]);
+			gb.bonus = Bonus(BonusDuration::ONE_BATTLE, BonusType::LUCK, BonusSource::OBJECT, -2, id.getNum(), VLC->generaltexth->arraytxt[70]);
 			gb.id = hero->id.getNum();
 			cb->giveHeroBonus(&gb);
 			textID = 107;

+ 1 - 1
lib/mapObjects/CGDwelling.cpp

@@ -253,7 +253,7 @@ void CGDwelling::newTurn(CRandomGenerator & rand) const
 				creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_NEUTRAL);
 
 			CCreature *cre = VLC->creh->objects[creatures[i].second[0]];
-			TQuantity amount = cre->getGrowth() * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
+			TQuantity amount = cre->getGrowth() * (1 + cre->valOfBonuses(BonusType::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(BonusType::CREATURE_GROWTH);
 			if (creaturesAccumulate && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures
 				sac.creatures[i].first += amount;
 			else

+ 41 - 41
lib/mapObjects/CGHeroInstance.cpp

@@ -39,8 +39,8 @@ VCMI_LIB_NAMESPACE_BEGIN
 
 static int lowestSpeed(const CGHeroInstance * chi)
 {
-	static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
-	static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(Bonus::STACKS_SPEED));
+	static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
+	static const std::string keySTACKS_SPEED = "type_" + std::to_string(static_cast<si32>(BonusType::STACKS_SPEED));
 
 	if(!chi->stacksCount())
 	{
@@ -73,11 +73,11 @@ ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & f
 	}
 	else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
 			ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
-			!ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType->getIndex())) //no special movement bonus
+			!ti->hasBonusOfType(BonusType::NO_TERRAIN_PENALTY, from.terType->getIndex())) //no special movement bonus
 	{
 
 		ret = VLC->terrainTypeHandler->getById(dest.terType->getId())->moveCost;
-		ret -= ti->valOfBonuses(Bonus::ROUGH_TERRAIN_DISCOUNT);
+		ret -= ti->valOfBonuses(BonusType::ROUGH_TERRAIN_DISCOUNT);
 		if(ret < GameConstants::BASE_MOVEMENT_COST)
 			ret = GameConstants::BASE_MOVEMENT_COST;
 	}
@@ -212,14 +212,14 @@ void CGHeroInstance::updateArmyMovementBonus(bool onLand, const TurnInfo * ti) c
 		lowestCreatureSpeed = realLowestSpeed;
 		//Let updaters run again
 		treeHasChanged();
-		ti->updateHeroBonuses(Bonus::MOVEMENT, Selector::subtype()(!!onLand));
+		ti->updateHeroBonuses(BonusType::MOVEMENT, Selector::subtype()(!!onLand));
 	}
 }
 
 int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
 {
 	updateArmyMovementBonus(onLand, ti);
-	return ti->valOfBonuses(Bonus::MOVEMENT, !!onLand);
+	return ti->valOfBonuses(BonusType::MOVEMENT, !!onLand);
 }
 
 CGHeroInstance::CGHeroInstance():
@@ -286,7 +286,7 @@ void CGHeroInstance::initHero(CRandomGenerator & rand)
 
 	if(portrait < 0 || portrait == 255)
 		portrait = type->imageIndex;
-	if(!hasBonus(Selector::sourceType()(Bonus::HERO_BASE_SKILL)))
+	if(!hasBonus(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)))
 	{
 		for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
 		{
@@ -327,9 +327,9 @@ void CGHeroInstance::initHero(CRandomGenerator & rand)
 	for(const auto & b : baseBonuses.Struct())
 	{
 		auto bonus = JsonUtils::parseBonus(b.second);
-		bonus->source = Bonus::HERO_BASE_SKILL;
+		bonus->source = BonusSource::HERO_BASE_SKILL;
 		bonus->sid = id.getNum();
-		bonus->duration = Bonus::PERMANENT;
+		bonus->duration = BonusDuration::PERMANENT;
 		addNewBonus(bonus);
 	}
 
@@ -529,7 +529,7 @@ void CGHeroInstance::initObj(CRandomGenerator & rand)
 
 void CGHeroInstance::recreateSecondarySkillsBonuses()
 {
-	auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(Bonus::SECONDARY_SKILL));
+	auto secondarySkillsBonuses = getBonuses(Selector::sourceType()(BonusSource::SECONDARY_SKILL));
 	for(const auto & bonus : *secondarySkillsBonuses)
 		removeBonus(bonus);
 
@@ -540,7 +540,7 @@ void CGHeroInstance::recreateSecondarySkillsBonuses()
 
 void CGHeroInstance::updateSkillBonus(const SecondarySkill & which, int val)
 {
-	removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
+	removeBonuses(Selector::source(BonusSource::SECONDARY_SKILL, which));
 	auto skillBonus = (*VLC->skillh)[which]->at(val).effects;
 	for(const auto & b : skillBonus)
 		addNewBonus(std::make_shared<Bonus>(*b));
@@ -575,7 +575,7 @@ ui64 CGHeroInstance::getTotalStrength() const
 
 TExpType CGHeroInstance::calculateXp(TExpType exp) const
 {
-	return static_cast<TExpType>(exp * (valOfBonuses(Bonus::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
+	return static_cast<TExpType>(exp * (valOfBonuses(BonusType::HERO_EXPERIENCE_GAIN_PERCENT)) / 100.0);
 }
 
 int32_t CGHeroInstance::getCasterUnitId() const
@@ -589,7 +589,7 @@ int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t
 
 	spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
 	{
-		int32_t thisSchool = valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << (static_cast<ui8>(cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
+		int32_t thisSchool = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, 1 << (static_cast<ui8>(cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
 		if(thisSchool > skill)
 		{
 			skill = thisSchool;
@@ -598,8 +598,8 @@ int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t
 		}
 	});
 
-	vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
-	vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->getIndex())); //given by artifact or other effect
+	vstd::amax(skill, valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
+	vstd::amax(skill, valOfBonuses(BonusType::SPELL, spell->getIndex())); //given by artifact or other effect
 
 	vstd::amax(skill, 0); //in case we don't know any school
 	vstd::amin(skill, 3);
@@ -611,9 +611,9 @@ int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base,
 	//applying sorcery secondary skill
 
 	if(spell->isMagical())
-		base = static_cast<int64_t>(base * (valOfBonuses(Bonus::SPELL_DAMAGE)) / 100.0);
+		base = static_cast<int64_t>(base * (valOfBonuses(BonusType::SPELL_DAMAGE)) / 100.0);
 
-	base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
+	base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
 
 	int maxSchoolBonus = 0;
 
@@ -625,14 +625,14 @@ int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base,
 	base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
 
 	if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
-		base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
+		base = static_cast<int64_t>(base * static_cast<double>(100 + valOfBonuses(BonusType::SPECIAL_SPELL_LEV, spell->getIndex()) / affectedStack->creatureLevel()) / 100.0);
 
 	return base;
 }
 
 int64_t CGHeroInstance::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
 {
-	base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
+	base = static_cast<int64_t>(base * (100 + valOfBonuses(BonusType::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
 	return base;
 }
 
@@ -648,7 +648,7 @@ int32_t CGHeroInstance::getEffectPower(const spells::Spell * spell) const
 
 int32_t CGHeroInstance::getEnchantPower(const spells::Spell * spell) const
 {
-	return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
+	return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(BonusType::SPELL_DURATION);
 }
 
 int64_t CGHeroInstance::getEffectValue(const spells::Spell * spell) const
@@ -702,7 +702,7 @@ bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
 	const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->getIndex());
 
 	const bool inSpellBook = vstd::contains(spells, spell->getId()) && hasSpellbook();
-	const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->getIndex());
+	const bool specificBonus = hasBonusOfType(BonusType::SPELL, spell->getIndex());
 
 	bool schoolBonus = false;
 
@@ -714,7 +714,7 @@ bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
 		}
 	});
 
-	const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->getLevel());
+	const bool levelBonus = hasBonusOfType(BonusType::SPELLS_OF_LEVEL, spell->getLevel());
 
 	if(spell->isSpecial())
 	{
@@ -781,19 +781,19 @@ bool CGHeroInstance::canLearnSpell(const spells::Spell * spell) const
  */
 CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
 {
-	bool hasImprovedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
+	bool hasImprovedNecromancy = hasBonusOfType(BonusType::IMPROVED_NECROMANCY);
 
 	// need skill or cloak of undead king - lesser artifacts don't work without skill
 	if (hasImprovedNecromancy)
 	{
-		double necromancySkill = valOfBonuses(Bonus::UNDEAD_RAISE_PERCENTAGE) / 100.0;
-		const ui8 necromancyLevel = valOfBonuses(Bonus::IMPROVED_NECROMANCY);
+		double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
+		const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
 		vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
 		const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
 		// figure out what to raise - pick strongest creature meeting requirements
 		auto creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
 		int requiredCasualtyLevel = 1;
-		TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(Bonus::IMPROVED_NECROMANCY));
+		TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(BonusType::IMPROVED_NECROMANCY));
 		if(!improvedNecromancy->empty())
 		{
 			auto getCreatureID = [](const std::shared_ptr<Bonus> & bonus) -> CreatureID
@@ -899,15 +899,15 @@ int3 CGHeroInstance::getSightCenter() const
 
 int CGHeroInstance::getSightRadius() const
 {
-	return valOfBonuses(Bonus::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
+	return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus
 }
 
 si32 CGHeroInstance::manaRegain() const
 {
-	if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
+	if (hasBonusOfType(BonusType::FULL_MANA_REGENERATION))
 		return manaLimit();
 
-	return valOfBonuses(Bonus::MANA_REGENERATION);
+	return valOfBonuses(BonusType::MANA_REGENERATION);
 }
 
 si32 CGHeroInstance::getManaNewTurn() const
@@ -963,9 +963,9 @@ int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
 
 void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
 {
-	assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
-						.And(Selector::sourceType()(Bonus::HERO_BASE_SKILL))));
-	addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
+	assert(!hasBonus(Selector::typeSubtype(BonusType::PRIMARY_SKILL, which)
+						.And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL))));
+	addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, id.getNum(), which));
 }
 
 EAlignment CGHeroInstance::getAlignment() const
@@ -986,7 +986,7 @@ std::string CGHeroInstance::nodeName() const
 si32 CGHeroInstance::manaLimit() const
 {
 	return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
-		* (valOfBonuses(Bonus::MANA_PER_KNOWLEDGE)));
+		* (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE)));
 }
 
 std::string CGHeroInstance::getNameTranslated() const
@@ -1070,7 +1070,7 @@ const std::set<SpellID> & CGHeroInstance::getSpellsInSpellbook() const
 
 int CGHeroInstance::maxSpellLevel() const
 {
-	return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(Bonus::MAX_LEARNABLE_SPELL_LEVEL)));
+	return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
 }
 
 void CGHeroInstance::deserializationFix()
@@ -1118,7 +1118,7 @@ int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool
 		ti = turnInfoLocal.get();
 	}
 
-	if(!ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
+	if(!ti->hasBonusOfType(BonusType::FREE_SHIP_BOARDING))
 		return 0; // take all MPs by default
 	
 	auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;
@@ -1313,9 +1313,9 @@ void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si
 {
 	if(primarySkill < PrimarySkill::EXPERIENCE)
 	{
-		auto skill = getBonusLocalFirst(Selector::type()(Bonus::PRIMARY_SKILL)
+		auto skill = getBonusLocalFirst(Selector::type()(BonusType::PRIMARY_SKILL)
 			.And(Selector::subtype()(primarySkill))
-			.And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
+			.And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
 		assert(skill);
 
 		if(abs)
@@ -1389,9 +1389,9 @@ bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subty
 {
 	//VISIONS spell support
 
-	const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
+	const auto cached = "type_" + std::to_string(vstd::to_underlying(BonusType::VISIONS)) + "__subtype_" + std::to_string(subtype);
 
-	const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
+	const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(BonusType::VISIONS,subtype), cached);
 
 	int visionsRange =  visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
 
@@ -1505,7 +1505,7 @@ void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
 	//primary skills
 	if(handler.saving)
 	{
-		const bool haveSkills = hasBonus(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
+		const bool haveSkills = hasBonus(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
 
 		if(haveSkills)
 		{
@@ -1513,7 +1513,7 @@ void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
 
 			for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
 			{
-				int value = valOfBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, i).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)));
+				int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, i).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
 
 				handler.serializeInt(PrimarySkill::names[i], value, 0);
 			}

+ 2 - 2
lib/mapObjects/CGPandoraBox.cpp

@@ -183,7 +183,7 @@ void CGPandoraBox::giveContentsAfterExp(const CGHeroInstance *h) const
 		iw.components.emplace_back(Component::EComponentType::MORALE, 0, moraleDiff, 0);
 		cb->showInfoDialog(&iw);
 		GiveBonus gb;
-		gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::MORALE,Bonus::OBJECT,moraleDiff,id.getNum(),"");
+		gb.bonus = Bonus(BonusDuration::ONE_BATTLE,BonusType::MORALE,BonusSource::OBJECT,moraleDiff,id.getNum(),"");
 		gb.id = h->id.getNum();
 		cb->giveHeroBonus(&gb);
 	}
@@ -194,7 +194,7 @@ void CGPandoraBox::giveContentsAfterExp(const CGHeroInstance *h) const
 		iw.components.emplace_back(Component::EComponentType::LUCK, 0, luckDiff, 0);
 		cb->showInfoDialog(&iw);
 		GiveBonus gb;
-		gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::LUCK,Bonus::OBJECT,luckDiff,id.getNum(),"");
+		gb.bonus = Bonus(BonusDuration::ONE_BATTLE,BonusType::LUCK,BonusSource::OBJECT,luckDiff,id.getNum(),"");
 		gb.id = h->id.getNum();
 		cb->giveHeroBonus(&gb);
 	}

+ 10 - 10
lib/mapObjects/CGTownBuilding.cpp

@@ -84,7 +84,7 @@ std::string CGTownBuilding::getVisitingBonusGreeting() const
 
 std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const
 {
-	if(bonus.type == Bonus::TOWN_MAGIC_WELL)
+	if(bonus.type == BonusType::TOWN_MAGIC_WELL)
 	{
 		auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingInTownMagicWell"));
 		auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated();
@@ -95,12 +95,12 @@ std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const
 	std::string param;
 	std::string until;
 
-	if(bonus.type == Bonus::MORALE)
+	if(bonus.type == BonusType::MORALE)
 		param = VLC->generaltexth->allTexts[384];
-	else if(bonus.type == Bonus::LUCK)
+	else if(bonus.type == BonusType::LUCK)
 		param = VLC->generaltexth->allTexts[385];
 
-	until = bonus.duration == static_cast<ui16>(Bonus::ONE_BATTLE)
+	until = bonus.duration == BonusDuration::ONE_BATTLE
 			? VLC->generaltexth->translate("vcmi.townHall.greetingCustomUntil")
 			: ".";
 
@@ -142,10 +142,10 @@ void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
 		switch (this->bType)
 		{
 		case BuildingSubID::STABLES:
-			if(!h->hasBonusFrom(Bonus::OBJECT, Obj::STABLES)) //does not stack with advMap Stables
+			if(!h->hasBonusFrom(BonusSource::OBJECT, Obj::STABLES)) //does not stack with advMap Stables
 			{
 				GiveBonus gb;
-				gb.bonus = Bonus(Bonus::ONE_WEEK, Bonus::MOVEMENT, Bonus::OBJECT, 600, 94, VLC->generaltexth->arraytxt[100], 1);
+				gb.bonus = Bonus(BonusDuration::ONE_WEEK, BonusType::MOVEMENT, BonusSource::OBJECT, 600, 94, VLC->generaltexth->arraytxt[100], 1);
 				gb.id = heroID.getNum();
 				cb->giveHeroBonus(&gb);
 
@@ -234,7 +234,7 @@ void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
 
 		case BuildingSubID::CUSTOM_VISITING_BONUS:
 			const auto building = town->getTown()->buildings.at(bID);
-			if(!h->hasBonusFrom(Bonus::TOWN_STRUCTURE, Bonus::getSid32(building->town->faction->getIndex(), building->bid)))
+			if(!h->hasBonusFrom(BonusSource::TOWN_STRUCTURE, Bonus::getSid32(building->town->faction->getIndex(), building->bid)))
 			{
 				const auto & bonuses = building->onVisitBonuses;
 				applyBonuses(const_cast<CGHeroInstance *>(h), bonuses);
@@ -262,18 +262,18 @@ void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) con
 		GiveBonus gb;
 		InfoWindow iw;
 
-		if(bonus->type == Bonus::TOWN_MAGIC_WELL)
+		if(bonus->type == BonusType::TOWN_MAGIC_WELL)
 		{
 			if(h->mana >= h->manaLimit())
 				return;
 			cb->setManaPoints(h->id, h->manaLimit());
-			bonus->duration = Bonus::ONE_DAY;
+			bonus->duration = BonusDuration::ONE_DAY;
 		}
 		gb.bonus = * bonus;
 		gb.id = h->id.getNum();
 		cb->giveHeroBonus(&gb);
 
-		if(bonus->duration == Bonus::PERMANENT)
+		if(bonus->duration == BonusDuration::PERMANENT)
 			addToVisitors = true;
 
 		iw.player = cb->getOwner(h->id);

+ 5 - 5
lib/mapObjects/CGTownInstance.cpp

@@ -147,7 +147,7 @@ GrowthInfo CGTownInstance::getGrowthInfo(int level) const
 			ret.entries.emplace_back(subID, BuildingID::HORDE_2, creature->getHorde());
 
 	//statue-of-legion-like bonus: % to base+castle
-	TConstBonusListPtr bonuses2 = getBonuses(Selector::type()(Bonus::CREATURE_GROWTH_PERCENT));
+	TConstBonusListPtr bonuses2 = getBonuses(Selector::type()(BonusType::CREATURE_GROWTH_PERCENT));
 	for(const auto & b : *bonuses2)
 	{
 		const auto growth = b->val * (base + castleBonus) / 100;
@@ -155,7 +155,7 @@ GrowthInfo CGTownInstance::getGrowthInfo(int level) const
 	}
 
 	//other *-of-legion-like bonuses (%d to growth cumulative with grail)
-	TConstBonusListPtr bonuses = getBonuses(Selector::type()(Bonus::CREATURE_GROWTH).And(Selector::subtype()(level)));
+	TConstBonusListPtr bonuses = getBonuses(Selector::type()(BonusType::CREATURE_GROWTH).And(Selector::subtype()(level)));
 	for(const auto & b : *bonuses)
 		ret.entries.emplace_back(b->val, b->Description());
 
@@ -764,10 +764,10 @@ void CGTownInstance::deserializationFix()
 
 void CGTownInstance::updateMoraleBonusFromArmy()
 {
-	auto b = getExportedBonusList().getFirst(Selector::sourceType()(Bonus::ARMY).And(Selector::type()(Bonus::MORALE)));
+	auto b = getExportedBonusList().getFirst(Selector::sourceType()(BonusSource::ARMY).And(Selector::type()(BonusType::MORALE)));
 	if(!b)
 	{
-		b = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);
+		b = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, 0, -1);
 		addNewBonus(b);
 	}
 
@@ -783,7 +783,7 @@ void CGTownInstance::updateMoraleBonusFromArmy()
 void CGTownInstance::recreateBuildingsBonuses()
 {
 	BonusList bl;
-	getExportedBonusList().getBonuses(bl, Selector::sourceType()(Bonus::TOWN_STRUCTURE));
+	getExportedBonusList().getBonuses(bl, Selector::sourceType()(BonusSource::TOWN_STRUCTURE));
 
 	for(const auto & b : bl)
 		removeBonus(b);

+ 4 - 4
lib/mapObjects/CObjectHandler.cpp

@@ -272,13 +272,13 @@ int3 CGObjectInstance::getVisitableOffset() const
 	return appearance->getVisitableOffset();
 }
 
-void CGObjectInstance::giveDummyBonus(const ObjectInstanceID & heroID, ui8 duration) const
+void CGObjectInstance::giveDummyBonus(const ObjectInstanceID & heroID, BonusDuration duration) const
 {
 	GiveBonus gbonus;
-	gbonus.bonus.type = Bonus::NONE;
+	gbonus.bonus.type = BonusType::NONE;
 	gbonus.id = heroID.getNum();
-	gbonus.bonus.duration = static_cast<Bonus::BonusDuration>(duration);
-	gbonus.bonus.source = Bonus::OBJECT;
+	gbonus.bonus.duration = duration;
+	gbonus.bonus.source = BonusSource::OBJECT;
 	gbonus.bonus.sid = ID;
 	cb->giveHeroBonus(&gbonus);
 }

+ 1 - 1
lib/mapObjects/CObjectHandler.h

@@ -232,7 +232,7 @@ protected:
 	virtual void setPropertyDer(ui8 what, ui32 val);
 
 	/// Gives dummy bonus from this object to hero. Can be used to track visited state
-	void giveDummyBonus(const ObjectInstanceID & heroID, ui8 duration = Bonus::ONE_DAY) const;
+	void giveDummyBonus(const ObjectInstanceID & heroID, BonusDuration duration = BonusDuration::ONE_DAY) const;
 
 	///Serialize object-type specific options
 	virtual void serializeJsonOptions(JsonSerializeFormat & handler);

+ 2 - 2
lib/mapObjects/CQuest.cpp

@@ -850,8 +850,8 @@ void CGSeerHut::completeQuest (const CGHeroInstance * h) const //reward
 		}
 		case MORALE_BONUS: case LUCK_BONUS:
 		{
-			Bonus hb(Bonus::ONE_WEEK, (rewardType == 3 ? Bonus::MORALE : Bonus::LUCK),
-				Bonus::OBJECT, rVal, h->id.getNum(), "", -1);
+			Bonus hb(BonusDuration::ONE_WEEK, (rewardType == 3 ? BonusType::MORALE : BonusType::LUCK),
+				BonusSource::OBJECT, rVal, h->id.getNum(), "", -1);
 			GiveBonus gb;
 			gb.id = h->id.getNum();
 			gb.bonus = hb;

+ 3 - 3
lib/mapObjects/CRewardableConstructor.cpp

@@ -48,12 +48,12 @@ void CRewardableConstructor::configureObject(CGObjectInstance * object, CRandomG
 		{
 			for (auto & bonus : rewardInfo.reward.bonuses)
 			{
-				bonus.source = Bonus::OBJECT;
+				bonus.source = BonusSource::OBJECT;
 				bonus.sid = rewardableObject->ID;
 				//TODO: bonus.description = object->getObjectName();
-				if (bonus.type == Bonus::MORALE)
+				if (bonus.type == BonusType::MORALE)
 					rewardInfo.reward.extraComponents.emplace_back(Component::EComponentType::MORALE, 0, bonus.val, 0);
-				if (bonus.type == Bonus::LUCK)
+				if (bonus.type == BonusType::LUCK)
 					rewardInfo.reward.extraComponents.emplace_back(Component::EComponentType::LUCK, 0, bonus.val, 0);
 			}
 		}

+ 2 - 2
lib/mapObjects/CRewardableObject.cpp

@@ -182,7 +182,7 @@ bool CRewardableObject::wasVisitedBefore(const CGHeroInstance * contextHero) con
 		case Rewardable::VISIT_PLAYER:
 			return vstd::contains(cb->getPlayerState(contextHero->getOwner())->visitedObjects, ObjectInstanceID(id));
 		case Rewardable::VISIT_BONUS:
-			return contextHero->hasBonusFrom(Bonus::OBJECT, ID);
+			return contextHero->hasBonusFrom(BonusSource::OBJECT, ID);
 		case Rewardable::VISIT_HERO:
 			return contextHero->visitedObjects.count(ObjectInstanceID(id));
 		default:
@@ -211,7 +211,7 @@ bool CRewardableObject::wasVisited(const CGHeroInstance * h) const
 	switch (configuration.visitMode)
 	{
 		case Rewardable::VISIT_BONUS:
-			return h->hasBonusFrom(Bonus::OBJECT, ID);
+			return h->hasBonusFrom(BonusSource::OBJECT, ID);
 		case Rewardable::VISIT_HERO:
 			return h->visitedObjects.count(ObjectInstanceID(id));
 		default:

+ 2 - 2
lib/mapObjects/CommonConstructors.cpp

@@ -435,12 +435,12 @@ static void addStackToArmy(IObjectInfo::CArmyStructure & army, const CCreature *
 	army.totalStrength += crea->getFightValue() * amount;
 
 	bool walker = true;
-	if(crea->hasBonusOfType(Bonus::SHOOTER))
+	if(crea->hasBonusOfType(BonusType::SHOOTER))
 	{
 		army.shootersStrength += crea->getFightValue() * amount;
 		walker = false;
 	}
-	if(crea->hasBonusOfType(Bonus::FLYING))
+	if(crea->hasBonusOfType(BonusType::FLYING))
 	{
 		army.flyersStrength += crea->getFightValue() * amount;
 		walker = false;

+ 10 - 10
lib/mapObjects/MiscObjects.cpp

@@ -312,7 +312,7 @@ int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const
 	if(count*2 > totalCount)
 		sympathy++; // 2 - hero have similar creatures more that 50%
 
-	int diplomacy = h->valOfBonuses(Bonus::WANDERING_CREATURES_JOIN_BONUS);
+	int diplomacy = h->valOfBonuses(BonusType::WANDERING_CREATURES_JOIN_BONUS);
 	int charisma = powerFactor + diplomacy + sympathy;
 
 	if(charisma < character)
@@ -1232,7 +1232,7 @@ void CGWhirlpool::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer
 
 bool CGWhirlpool::isProtected(const CGHeroInstance * h)
 {
-	return h->hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION)
+	return h->hasBonusOfType(BonusType::WHIRLPOOL_PROTECTION)
 	|| (h->stacksCount() == 1 && h->Slots().begin()->second->count == 1);
 }
 
@@ -1384,7 +1384,7 @@ void CGArtifact::serializeJsonOptions(JsonSerializeFormat& handler)
 
 	if(handler.saving && ID == Obj::SPELL_SCROLL)
 	{
-		const std::shared_ptr<Bonus> b = storedArtifact->getBonusLocalFirst(Selector::type()(Bonus::SPELL));
+		const std::shared_ptr<Bonus> b = storedArtifact->getBonusLocalFirst(Selector::type()(BonusType::SPELL));
 		SpellID spellId(b->subtype);
 
 		handler.serializeId("spell", spellId, SpellID::NONE);
@@ -1866,21 +1866,21 @@ void CGSirens::initObj(CRandomGenerator & rand)
 
 std::string CGSirens::getHoverText(const CGHeroInstance * hero) const
 {
-	return getObjectName() + " " + visitedTxt(hero->hasBonusFrom(Bonus::OBJECT,ID));
+	return getObjectName() + " " + visitedTxt(hero->hasBonusFrom(BonusSource::OBJECT,ID));
 }
 
 void CGSirens::onHeroVisit( const CGHeroInstance * h ) const
 {
 	InfoWindow iw;
 	iw.player = h->tempOwner;
-	if(h->hasBonusFrom(Bonus::OBJECT,ID)) //has already visited Sirens
+	if(h->hasBonusFrom(BonusSource::OBJECT,ID)) //has already visited Sirens
 	{
 		iw.type = EInfoWindowMode::AUTO;
 		iw.text.addTxt(MetaString::ADVOB_TXT,133);
 	}
 	else
 	{
-		giveDummyBonus(h->id, Bonus::ONE_BATTLE);
+		giveDummyBonus(h->id, BonusDuration::ONE_BATTLE);
 		TExpType xp = 0;
 
 		for (auto i = h->Slots().begin(); i != h->Slots().end(); i++)
@@ -2120,7 +2120,7 @@ void CGLighthouse::onHeroVisit( const CGHeroInstance * h ) const
 		{
 			RemoveBonus rb(GiveBonus::ETarget::PLAYER);
 			rb.whoID = oldOwner.getNum();
-			rb.source = Bonus::OBJECT;
+			rb.source = vstd::to_underlying(BonusSource::OBJECT);
 			rb.id = id.getNum();
 			cb->sendAndApply(&rb);
 		}
@@ -2139,11 +2139,11 @@ void CGLighthouse::initObj(CRandomGenerator & rand)
 void CGLighthouse::giveBonusTo(const PlayerColor & player, bool onInit) const
 {
 	GiveBonus gb(GiveBonus::ETarget::PLAYER);
-	gb.bonus.type = Bonus::MOVEMENT;
+	gb.bonus.type = BonusType::MOVEMENT;
 	gb.bonus.val = 500;
 	gb.id = player.getNum();
-	gb.bonus.duration = Bonus::PERMANENT;
-	gb.bonus.source = Bonus::OBJECT;
+	gb.bonus.duration = BonusDuration::PERMANENT;
+	gb.bonus.source = BonusSource::OBJECT;
 	gb.bonus.sid = id.getNum();
 	gb.bonus.subtype = 0;
 

+ 1 - 1
lib/mapping/MapFormatH3M.cpp

@@ -1720,7 +1720,7 @@ CGObjectInstance * CMapLoaderH3M::readHero(const int3 & mapPosition, const Objec
 		bool hasCustomPrimSkills = reader->readBool();
 		if(hasCustomPrimSkills)
 		{
-			auto ps = object->getAllBonuses(Selector::type()(Bonus::PRIMARY_SKILL).And(Selector::sourceType()(Bonus::HERO_BASE_SKILL)), nullptr);
+			auto ps = object->getAllBonuses(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)), nullptr);
 			if(ps->size())
 			{
 				logGlobal->warn("Hero %s subID=%d has set primary skills twice (in map properties and on adventure map instance). Using the latter set...", object->getNameTranslated(), object->subID );

+ 1 - 1
lib/rewardable/Interface.cpp

@@ -91,7 +91,7 @@ void Rewardable::Interface::grantRewardAfterLevelup(IGameCallback * cb, const Re
 
 	for(const Bonus & bonus : info.reward.bonuses)
 	{
-		assert(bonus.source == Bonus::OBJECT);
+		assert(bonus.source == BonusSource::OBJECT);
 		GiveBonus gb;
 		gb.who = GiveBonus::ETarget::HERO;
 		gb.bonus = bonus;

+ 1 - 1
lib/spells/AbilityCaster.cpp

@@ -35,7 +35,7 @@ int32_t AbilityCaster::getSpellSchoolLevel(const Spell * spell, int32_t * outSel
 
 	if(spell->getLevel() > 0)
 	{
-		vstd::amax(skill, unit->valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0));
+		vstd::amax(skill, unit->valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, 0));
 	}
 
 	vstd::amax(skill, 0);

+ 3 - 3
lib/spells/AdventureSpellMechanics.cpp

@@ -307,9 +307,9 @@ ESpellCastResult DimensionDoorMechanics::applyAdventureEffects(SpellCastEnvironm
 	const int movementCost = GameConstants::BASE_MOVEMENT_COST * ((schoolLevel >= 3) ? 2 : 3);
 
 	std::stringstream cachingStr;
-	cachingStr << "source_" << Bonus::SPELL_EFFECT << "id_" << owner->id.num;
+	cachingStr << "source_" << vstd::to_underlying(BonusSource::SPELL_EFFECT) << "id_" << owner->id.num;
 
-	if(parameters.caster->getHeroCaster()->getBonuses(Selector::source(Bonus::SPELL_EFFECT, owner->id), Selector::all, cachingStr.str())->size() >= owner->getLevelPower(schoolLevel)) //limit casts per turn
+	if(parameters.caster->getHeroCaster()->getBonuses(Selector::source(BonusSource::SPELL_EFFECT, owner->id), Selector::all, cachingStr.str())->size() >= owner->getLevelPower(schoolLevel)) //limit casts per turn
 	{
 		InfoWindow iw;
 		iw.player = parameters.caster->getCasterOwner();
@@ -321,7 +321,7 @@ ESpellCastResult DimensionDoorMechanics::applyAdventureEffects(SpellCastEnvironm
 
 	GiveBonus gb;
 	gb.id = parameters.caster->getCasterUnitId();
-	gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, owner->id);
+	gb.bonus = Bonus(BonusDuration::ONE_DAY, BonusType::NONE, BonusSource::SPELL_EFFECT, 0, owner->id);
 	env->apply(&gb);
 
 	if(!dest->isClear(curr)) //wrong dest tile

+ 2 - 2
lib/spells/BattleSpellMechanics.cpp

@@ -283,7 +283,7 @@ void BattleSpellMechanics::cast(ServerCallback * server, const Target & target)
 			{
 				if(stack->unitOwner() == otherHero->tempOwner)
 				{
-					vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
+					vstd::amax(manaChannel, stack->valOfBonuses(BonusType::MANA_CHANNELING));
 				}
 			}
 			sc.manaGained = (manaChannel * spellCost) / 100;
@@ -467,7 +467,7 @@ void BattleSpellMechanics::doRemoveEffects(ServerCallback * server, const std::v
 
 bool BattleSpellMechanics::counteringSelector(const Bonus * bonus) const
 {
-	if(bonus->source != Bonus::SPELL_EFFECT)
+	if(bonus->source != BonusSource::SPELL_EFFECT)
 		return false;
 
 	for(const SpellID & id : owner->counteredSpells)

+ 24 - 24
lib/spells/CSpellHandler.cpp

@@ -42,35 +42,35 @@ static const spells::SchoolInfo SCHOOL[4] =
 {
 	{
 		ESpellSchool::AIR,
-		Bonus::AIR_SPELL_DMG_PREMY,
-		Bonus::AIR_IMMUNITY,
+		BonusType::AIR_SPELL_DMG_PREMY,
+		BonusType::AIR_IMMUNITY,
 		"air",
 		SecondarySkill::AIR_MAGIC,
-		Bonus::AIR_SPELLS
+		BonusType::AIR_SPELLS
 	},
 	{
 		ESpellSchool::FIRE,
-		Bonus::FIRE_SPELL_DMG_PREMY,
-		Bonus::FIRE_IMMUNITY,
+		BonusType::FIRE_SPELL_DMG_PREMY,
+		BonusType::FIRE_IMMUNITY,
 		"fire",
 		SecondarySkill::FIRE_MAGIC,
-		Bonus::FIRE_SPELLS
+		BonusType::FIRE_SPELLS
 	},
 	{
 		ESpellSchool::WATER,
-		Bonus::WATER_SPELL_DMG_PREMY,
-		Bonus::WATER_IMMUNITY,
+		BonusType::WATER_SPELL_DMG_PREMY,
+		BonusType::WATER_IMMUNITY,
 		"water",
 		SecondarySkill::WATER_MAGIC,
-		Bonus::WATER_SPELLS
+		BonusType::WATER_SPELLS
 	},
 	{
 		ESpellSchool::EARTH,
-		Bonus::EARTH_SPELL_DMG_PREMY,
-		Bonus::EARTH_IMMUNITY,
+		BonusType::EARTH_SPELL_DMG_PREMY,
+		BonusType::EARTH_IMMUNITY,
 		"earth",
 		SecondarySkill::EARTH_MAGIC,
-		Bonus::EARTH_SPELLS
+		BonusType::EARTH_SPELLS
 	}
 };
 
@@ -393,15 +393,15 @@ int64_t CSpell::adjustRawDamage(const spells::Caster * caster, const battle::Uni
 		//applying protections - when spell has more then one elements, only one protection should be applied (I think)
 		forEachSchool([&](const spells::SchoolInfo & cnf, bool & stop)
 		{
-			if(bearer->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, static_cast<ui8>(cnf.id)))
+			if(bearer->hasBonusOfType(BonusType::SPELL_DAMAGE_REDUCTION, static_cast<ui8>(cnf.id)))
 			{
-				ret *= 100 - bearer->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, static_cast<ui8>(cnf.id));
+				ret *= 100 - bearer->valOfBonuses(BonusType::SPELL_DAMAGE_REDUCTION, static_cast<ui8>(cnf.id));
 				ret /= 100;
 				stop = true; //only bonus from one school is used
 			}
 		});
 
-		CSelector selector = Selector::type()(Bonus::SPELL_DAMAGE_REDUCTION).And(Selector::subtype()(-1));
+		CSelector selector = Selector::type()(BonusType::SPELL_DAMAGE_REDUCTION).And(Selector::subtype()(-1));
 
 		//general spell dmg reduction, works only on magical effects
 		if(bearer->hasBonus(selector) && isMagical())
@@ -411,9 +411,9 @@ int64_t CSpell::adjustRawDamage(const spells::Caster * caster, const battle::Uni
 		}
 
 		//dmg increasing
-		if(bearer->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, id))
+		if(bearer->hasBonusOfType(BonusType::MORE_DAMAGE_FROM_SPELL, id))
 		{
-			ret *= 100 + bearer->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, id.toEnum());
+			ret *= 100 + bearer->valOfBonuses(BonusType::MORE_DAMAGE_FROM_SPELL, id.toEnum());
 			ret /= 100;
 		}
 	}
@@ -452,8 +452,8 @@ JsonNode CSpell::convertTargetCondition(const BTVector & immunity, const BTVecto
 	static const std::string CONDITION_NORMAL = "normal";
 	static const std::string CONDITION_ABSOLUTE = "absolute";
 
-#define BONUS_NAME(x) { Bonus::x, #x },
-	static const std::map<Bonus::BonusType, std::string> bonusNameRMap = { BONUS_LIST };
+#define BONUS_NAME(x) { BonusType::x, #x },
+	static const std::map<BonusType, std::string> bonusNameRMap = { BONUS_LIST };
 #undef BONUS_NAME
 
 	JsonNode res;
@@ -791,7 +791,7 @@ CSpell * CSpellHandler::loadFromJson(const std::string & scope, const JsonNode &
 
 	spell->special = flags["special"].Bool();
 
-	auto findBonus = [&](const std::string & name, std::vector<Bonus::BonusType> & vec)
+	auto findBonus = [&](const std::string & name, std::vector<BonusType> & vec)
 	{
 		auto it = bonusNameMap.find(name);
 		if(it == bonusNameMap.end())
@@ -800,11 +800,11 @@ CSpell * CSpellHandler::loadFromJson(const std::string & scope, const JsonNode &
 		}
 		else
 		{
-			vec.push_back(static_cast<Bonus::BonusType>(it->second));
+			vec.push_back(static_cast<BonusType>(it->second));
 		}
 	};
 
-	auto readBonusStruct = [&](const std::string & name, std::vector<Bonus::BonusType> & vec)
+	auto readBonusStruct = [&](const std::string & name, std::vector<BonusType> & vec)
 	{
 		for(auto bonusData: json[name].Struct())
 		{
@@ -933,7 +933,7 @@ CSpell * CSpellHandler::loadFromJson(const std::string & scope, const JsonNode &
 			const bool usePowerAsValue = bonusNode["val"].isNull();
 
 			b->sid = spell->id; //for all
-			b->source = Bonus::SPELL_EFFECT;//for all
+			b->source = BonusSource::SPELL_EFFECT;//for all
 
 			if(usePowerAsValue)
 				b->val = levelPower;
@@ -948,7 +948,7 @@ CSpell * CSpellHandler::loadFromJson(const std::string & scope, const JsonNode &
 			const bool usePowerAsValue = bonusNode["val"].isNull();
 
 			b->sid = spell->id; //for all
-			b->source = Bonus::SPELL_EFFECT;//for all
+			b->source = BonusSource::SPELL_EFFECT;//for all
 
 			if(usePowerAsValue)
 				b->val = levelPower;

+ 4 - 4
lib/spells/CSpellHandler.h

@@ -44,11 +44,11 @@ class IBattleCast;
 struct SchoolInfo
 {
 	ESpellSchool id; //backlink
-	Bonus::BonusType damagePremyBonus;
-	Bonus::BonusType immunityBonus;
+	BonusType damagePremyBonus;
+	BonusType immunityBonus;
 	std::string jsonName;
 	SecondarySkill::ESecondarySkill skill;
-	Bonus::BonusType knoledgeBonus;
+	BonusType knoledgeBonus;
 };
 
 }
@@ -184,7 +184,7 @@ public:
 		TargetInfo(const CSpell * spell, const int32_t level, spells::Mode mode);
 	};
 
-	using BTVector = std::vector<Bonus::BonusType>;
+	using BTVector = std::vector<BonusType>;
 
 	si32 level;
 

+ 6 - 6
lib/spells/ISpellMechanics.cpp

@@ -274,7 +274,7 @@ void BattleCast::cast(ServerCallback * server, Target target)
 	if(tryMagicMirror)
 	{
 		const std::string magicMirrorCacheStr = "type_MAGIC_MIRROR";
-		static const auto magicMirrorSelector = Selector::type()(Bonus::MAGIC_MIRROR);
+		static const auto magicMirrorSelector = Selector::type()(BonusType::MAGIC_MIRROR);
 
 		auto rangeGen = server->getRNG()->getInt64Range(0, 99);
 
@@ -484,9 +484,9 @@ bool BaseMechanics::adaptProblem(ESpellCastProblem::ESpellCastProblem source, Pr
 				return adaptGenericProblem(target);
 
 			//Recanter's Cloak or similar effect. Try to retrieve bonus
-			const auto b = hero->getBonusLocalFirst(Selector::type()(Bonus::BLOCK_MAGIC_ABOVE));
+			const auto b = hero->getBonusLocalFirst(Selector::type()(BonusType::BLOCK_MAGIC_ABOVE));
 			//TODO what about other values and non-artifact sources?
-			if(b && b->val == 2 && b->source == Bonus::ARTIFACT)
+			if(b && b->val == 2 && b->source == BonusSource::ARTIFACT)
 			{
 				//The %s prevents %s from casting 3rd level or higher spells.
 				text.addTxt(MetaString::GENERAL_TXT, 536);
@@ -494,7 +494,7 @@ bool BaseMechanics::adaptProblem(ESpellCastProblem::ESpellCastProblem source, Pr
 				caster->getCasterName(text);
 				target.add(std::move(text), spells::Problem::NORMAL);
 			}
-			else if(b && b->source == Bonus::TERRAIN_OVERLAY && VLC->battlefields()->getByIndex(b->sid)->identifier == "cursed_ground")
+			else if(b && b->source == BonusSource::TERRAIN_OVERLAY && VLC->battlefields()->getByIndex(b->sid)->identifier == "cursed_ground")
 			{
 				text.addTxt(MetaString::GENERAL_TXT, 537);
 				target.add(std::move(text), spells::Problem::NORMAL);
@@ -620,9 +620,9 @@ int64_t BaseMechanics::calculateRawEffectValue(int32_t basePowerMultiplier, int3
 	return owner->calculateRawEffectValue(getEffectLevel(), basePowerMultiplier, levelPowerMultiplier);
 }
 
-std::vector<Bonus::BonusType> BaseMechanics::getElementalImmunity() const
+std::vector<BonusType> BaseMechanics::getElementalImmunity() const
 {
-	std::vector<Bonus::BonusType> ret;
+	std::vector<BonusType> ret;
 
 	owner->forEachSchool([&](const SchoolInfo & cnf, bool & stop)
 	{

+ 2 - 2
lib/spells/ISpellMechanics.h

@@ -235,7 +235,7 @@ public:
 	virtual int64_t applySpecificSpellBonus(int64_t value) const = 0;
 	virtual int64_t calculateRawEffectValue(int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const = 0;
 
-	virtual std::vector<Bonus::BonusType> getElementalImmunity() const = 0;
+	virtual std::vector<BonusType> getElementalImmunity() const = 0;
 
 	//Battle facade
 	virtual bool ownerMatches(const battle::Unit * unit) const = 0;
@@ -296,7 +296,7 @@ public:
 	int64_t applySpecificSpellBonus(int64_t value) const override;
 	int64_t calculateRawEffectValue(int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const override;
 
-	std::vector<Bonus::BonusType> getElementalImmunity() const override;
+	std::vector<BonusType> getElementalImmunity() const override;
 
 	bool ownerMatches(const battle::Unit * unit) const override;
 	bool ownerMatches(const battle::Unit * unit, const boost::logic::tribool positivness) const override;

+ 11 - 11
lib/spells/TargetCondition.cpp

@@ -121,9 +121,9 @@ protected:
 			return true;
 
 		std::stringstream cachingStr;
-		cachingStr << "type_" << Bonus::LEVEL_SPELL_IMMUNITY << "addInfo_1";
+		cachingStr << "type_" << vstd::to_underlying(BonusType::LEVEL_SPELL_IMMUNITY) << "addInfo_1";
 
-		TConstBonusListPtr levelImmunities = target->getBonuses(Selector::type()(Bonus::LEVEL_SPELL_IMMUNITY).And(Selector::info()(1)), cachingStr.str());
+		TConstBonusListPtr levelImmunities = target->getBonuses(Selector::type()(BonusType::LEVEL_SPELL_IMMUNITY).And(Selector::info()(1)), cachingStr.str());
 		return (levelImmunities->size() == 0 || levelImmunities->totalValue() < m->getSpellLevel() || m->getSpellLevel() <= 0);
 	}
 };
@@ -141,8 +141,8 @@ protected:
 	bool check(const Mechanics * m, const battle::Unit * target) const override
 	{
 		std::stringstream cachingStr;
-		cachingStr << "type_" << Bonus::SPELL_IMMUNITY << "subtype_" << m->getSpellIndex() << "addInfo_1";
-		return !target->hasBonus(Selector::typeSubtypeInfo(Bonus::SPELL_IMMUNITY, m->getSpellIndex(), 1), cachingStr.str());
+		cachingStr << "type_" << vstd::to_underlying(BonusType::SPELL_IMMUNITY) << "subtype_" << m->getSpellIndex() << "addInfo_1";
+		return !target->hasBonus(Selector::typeSubtypeInfo(BonusType::SPELL_IMMUNITY, m->getSpellIndex(), 1), cachingStr.str());
 	}
 };
 
@@ -197,7 +197,7 @@ protected:
 	{
 		if(!m->isMagicalEffect()) //Always pass on non-magical
 			return true;
-		TConstBonusListPtr levelImmunities = target->getBonuses(Selector::type()(Bonus::LEVEL_SPELL_IMMUNITY));
+		TConstBonusListPtr levelImmunities = target->getBonuses(Selector::type()(BonusType::LEVEL_SPELL_IMMUNITY));
 		return levelImmunities->size() == 0 ||
 		levelImmunities->totalValue() < m->getSpellLevel() ||
 		m->getSpellLevel() <= 0;
@@ -216,7 +216,7 @@ public:
 protected:
 	bool check(const Mechanics * m, const battle::Unit * target) const override
 	{
-		return !target->hasBonusOfType(Bonus::SPELL_IMMUNITY, m->getSpellIndex());
+		return !target->hasBonusOfType(BonusType::SPELL_IMMUNITY, m->getSpellIndex());
 	}
 };
 
@@ -241,10 +241,10 @@ public:
 	SpellEffectCondition(const SpellID & spellID_): spellID(spellID_)
 	{
 		std::stringstream builder;
-		builder << "source_" << Bonus::SPELL_EFFECT << "id_" << spellID.num;
+		builder << "source_" << vstd::to_underlying(BonusSource::SPELL_EFFECT) << "id_" << spellID.num;
 		cachingString = builder.str();
 
-		selector = Selector::source(Bonus::SPELL_EFFECT, spellID.num);
+		selector = Selector::source(BonusSource::SPELL_EFFECT, spellID.num);
 	}
 
 protected:
@@ -268,7 +268,7 @@ protected:
 	}
 
 private:
-	CSelector selector = Selector::type()(Bonus::RECEPTIVE);
+	CSelector selector = Selector::type()(BonusType::RECEPTIVE);
 	std::string cachingString = "type_RECEPTIVE";
 };
 
@@ -277,8 +277,8 @@ class ImmunityNegationCondition : public TargetConditionItemBase
 protected:
 	bool check(const Mechanics * m, const battle::Unit * target) const override
 	{
-		const bool battleWideNegation = target->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES, 0);
-		const bool heroNegation = target->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES, 1);
+		const bool battleWideNegation = target->hasBonusOfType(BonusType::NEGATE_ALL_NATURAL_IMMUNITIES, 0);
+		const bool heroNegation = target->hasBonusOfType(BonusType::NEGATE_ALL_NATURAL_IMMUNITIES, 1);
 		//anyone can cast on artifact holder`s stacks
 		if(heroNegation)
 		{

+ 1 - 1
lib/spells/effects/Clone.cpp

@@ -89,7 +89,7 @@ void Clone::apply(ServerCallback * server, const Mechanics * m, const EffectTarg
 		server->apply(&cloneFlags);
 
 		SetStackEffect sse;
-		Bonus lifeTimeMarker(Bonus::N_TURNS, Bonus::NONE, Bonus::SPELL_EFFECT, 0, SpellID::CLONE); //TODO: use special bonus type
+		Bonus lifeTimeMarker(BonusDuration::N_TURNS, BonusType::NONE, BonusSource::SPELL_EFFECT, 0, SpellID::CLONE); //TODO: use special bonus type
 		lifeTimeMarker.turnsRemain = m->getEffectDuration();
 		std::vector<Bonus> buffer;
 		buffer.push_back(lifeTimeMarker);

+ 1 - 1
lib/spells/effects/Dispel.cpp

@@ -85,7 +85,7 @@ std::shared_ptr<const BonusList> Dispel::getBonuses(const Mechanics * m, const b
 {
 	auto sel = [=](const Bonus * bonus)
 	{
-		if(bonus->source == Bonus::SPELL_EFFECT)
+		if(bonus->source == BonusSource::SPELL_EFFECT)
 		{
 			const Spell * sourceSpell = SpellID(bonus->sid).toSpell(m->spells());
 			if(!sourceSpell)

+ 3 - 3
lib/spells/effects/Moat.cpp

@@ -80,17 +80,17 @@ void Moat::convertBonus(const Mechanics * m, std::vector<Bonus> & converted) con
 		Bonus nb(*b);
 
 		//Moat battlefield effect is always permanent
-		nb.duration = Bonus::ONE_BATTLE;
+		nb.duration = BonusDuration::ONE_BATTLE;
 
 		if(m->battle()->battleGetDefendedTown() && m->battle()->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
 		{
 			nb.sid = Bonus::getSid32(m->battle()->battleGetDefendedTown()->getFaction(), BuildingID::CITADEL);
-			nb.source = Bonus::TOWN_STRUCTURE;
+			nb.source = BonusSource::TOWN_STRUCTURE;
 		}
 		else
 		{
 			nb.sid = m->getSpellIndex(); //for all
-			nb.source = Bonus::SPELL_EFFECT;//for all
+			nb.source = BonusSource::SPELL_EFFECT;//for all
 		}
 		std::set<BattleHex> flatMoatHexes;
 

+ 11 - 11
lib/spells/effects/Timed.cpp

@@ -45,7 +45,7 @@ static void describeEffect(std::vector<MetaString> & log, const Mechanics * m, c
 	{
 		switch(bonus.type)
 		{
-		case Bonus::NOT_ACTIVE:
+		case BonusType::NOT_ACTIVE:
 			{
 				switch(bonus.subtype)
 				{
@@ -60,17 +60,17 @@ static void describeEffect(std::vector<MetaString> & log, const Mechanics * m, c
 				}
 			}
 			break;
-		case Bonus::POISON:
+		case BonusType::POISON:
 			addLogLine(561, boost::logic::indeterminate);
 			return;
-		case Bonus::BIND_EFFECT:
+		case BonusType::BIND_EFFECT:
 			addLogLine(-560, true);
 			return;
-		case Bonus::STACK_HEALTH:
+		case BonusType::STACK_HEALTH:
 			{
 				if(bonus.val < 0)
 				{
-					BonusList unitHealth = *target->getBonuses(Selector::type()(Bonus::STACK_HEALTH));
+					BonusList unitHealth = *target->getBonuses(Selector::type()(BonusType::STACK_HEALTH));
 
 					auto oldHealth = unitHealth.totalValue();
 					unitHealth.push_back(std::make_shared<Bonus>(bonus));
@@ -108,9 +108,9 @@ void Timed::apply(ServerCallback * server, const Mechanics * m, const EffectTarg
 	const auto *casterHero = dynamic_cast<const CGHeroInstance *>(m->caster);
 	if(casterHero)
 	{ 
-		peculiarBonus = casterHero->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, m->getSpellIndex()));
-		addedValueBonus = casterHero->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_ADD_VALUE_ENCHANT, m->getSpellIndex()));
-		fixedValueBonus = casterHero->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_FIXED_VALUE_ENCHANT, m->getSpellIndex()));
+		peculiarBonus = casterHero->getBonusLocalFirst(Selector::typeSubtype(BonusType::SPECIAL_PECULIAR_ENCHANT, m->getSpellIndex()));
+		addedValueBonus = casterHero->getBonusLocalFirst(Selector::typeSubtype(BonusType::SPECIAL_ADD_VALUE_ENCHANT, m->getSpellIndex()));
+		fixedValueBonus = casterHero->getBonusLocalFirst(Selector::typeSubtype(BonusType::SPECIAL_FIXED_VALUE_ENCHANT, m->getSpellIndex()));
 	}	
 	//TODO: does hero specialty should affects his stack casting spells?
 
@@ -220,13 +220,13 @@ void Timed::convertBonus(const Mechanics * m, int32_t & duration, std::vector<Bo
 		vstd::amax(maxDuration, nb.turnsRemain);
 
 		nb.sid = m->getSpellIndex(); //for all
-		nb.source = Bonus::SPELL_EFFECT;//for all
+		nb.source = BonusSource::SPELL_EFFECT;//for all
 
 		//fix to original config: shield should display damage reduction
-		if((nb.sid == SpellID::SHIELD || nb.sid == SpellID::AIR_SHIELD) && (nb.type == Bonus::GENERAL_DAMAGE_REDUCTION))
+		if((nb.sid == SpellID::SHIELD || nb.sid == SpellID::AIR_SHIELD) && (nb.type == BonusType::GENERAL_DAMAGE_REDUCTION))
 			nb.val = 100 - nb.val;
 		//we need to know who cast Bind
-		else if(nb.sid == SpellID::BIND && nb.type == Bonus::BIND_EFFECT && m->caster->getHeroCaster() == nullptr)
+		else if(nb.sid == SpellID::BIND && nb.type == BonusType::BIND_EFFECT && m->caster->getHeroCaster() == nullptr)
 			nb.additionalInfo = m->caster->getCasterUnitId();
 
 		converted.push_back(nb);

+ 2 - 2
lib/spells/effects/UnitEffect.cpp

@@ -252,8 +252,8 @@ bool UnitEffect::isReceptive(const Mechanics * m, const battle::Unit * unit) con
 
 		//SPELL_IMMUNITY absolute case
 		std::stringstream cachingStr;
-		cachingStr << "type_" << Bonus::SPELL_IMMUNITY << "subtype_" << m->getSpellIndex() << "addInfo_1";
-		return !unit->hasBonus(Selector::typeSubtypeInfo(Bonus::SPELL_IMMUNITY, m->getSpellIndex(), 1), cachingStr.str());
+		cachingStr << "type_" << vstd::to_underlying(BonusType::SPELL_IMMUNITY) << "subtype_" << m->getSpellIndex() << "addInfo_1";
+		return !unit->hasBonus(Selector::typeSubtypeInfo(BonusType::SPELL_IMMUNITY, m->getSpellIndex(), 1), cachingStr.str());
 	}
 	else
 	{

+ 107 - 107
server/CGameHandler.cpp

@@ -136,7 +136,7 @@ static void giveExp(BattleResult &r)
 	r.exp[1] = 0;
 	for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
 	{
-		r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
+		r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
 	}
 }
 
@@ -361,10 +361,10 @@ void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
 
 	scp.accumulatedBonus.subtype = 0;
 	scp.accumulatedBonus.additionalInfo = 0;
-	scp.accumulatedBonus.duration = Bonus::PERMANENT;
+	scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
 	scp.accumulatedBonus.turnsRemain = 0;
-	scp.accumulatedBonus.source = Bonus::COMMANDER;
-	scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
+	scp.accumulatedBonus.source = BonusSource::COMMANDER;
+	scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
 	if (skill <= ECommander::SPELL_POWER)
 	{
 		scp.which = SetCommanderProperty::BONUS;
@@ -378,36 +378,36 @@ void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
 		switch (skill)
 		{
 			case ECommander::ATTACK:
-				scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
+				scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
 				scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
 				break;
 			case ECommander::DEFENSE:
-				scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
+				scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
 				scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
 				break;
 			case ECommander::HEALTH:
-				scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
-				scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
+				scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
+				scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
 				break;
 			case ECommander::DAMAGE:
-				scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
+				scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
 				scp.accumulatedBonus.subtype = 0;
-				scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
+				scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
 				break;
 			case ECommander::SPEED:
-				scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
+				scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
 				break;
 			case ECommander::SPELL_POWER:
-				scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
+				scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
 				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
 				sendAndApply (&scp); //additional pack
-				scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
+				scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
 				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
 				sendAndApply (&scp); //additional pack
-				scp.accumulatedBonus.type = Bonus::CASTS;
+				scp.accumulatedBonus.type = BonusType::CASTS;
 				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
 				sendAndApply (&scp); //additional pack
-				scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
+				scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
 				break;
 		}
 
@@ -632,9 +632,9 @@ void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
 
 	if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
 	{
-		if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
+		if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
 		{
-			double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_CHANCE, 0);
+			double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE, 0);
 			for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)
 			{
 				auto spell = spellId.toSpell(VLC->spells());
@@ -946,7 +946,7 @@ void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender,
 			bat.flags |= BattleAttack::UNLUCKY;
 	}
 
-	if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
+	if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(BonusType::DOUBLE_DAMAGE_CHANCE))
 	{
 		bat.flags |= BattleAttack::DEATH_BLOW;
 	}
@@ -954,7 +954,7 @@ void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender,
 	const auto * owner = gs->curB->getHero(attacker->unitOwner());
 	if(owner)
 	{
-		int chance = owner->valOfBonuses(Bonus::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
+		int chance = owner->valOfBonuses(BonusType::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
 		if (chance > getRandomGenerator().nextInt(99))
 			bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
 	}
@@ -973,7 +973,7 @@ void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender,
 			drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
 	}
 
-	std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
+	std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
 	if(bonus && ranged) //TODO: make it work in melee?
 	{
 		//this is need for displaying hit animation
@@ -1142,23 +1142,23 @@ int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<bat
 	int64_t drainedLife = 0;
 
 	//life drain handling
-	if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
+	if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())
 	{
-		int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
+		int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
 		attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
 		drainedLife += toHeal;
 	}
 
 	//soul steal handling
-	if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
+	if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL) && def->isLiving())
 	{
 		//we can have two bonuses - one with subtype 0 and another with subtype 1
 		//try to use permanent first, use only one of two
 		for(si32 subtype = 1; subtype >= 0; subtype--)
 		{
-			if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
+			if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL, subtype))
 			{
-				int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
+				int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
 				attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
 				drainedLife += toHeal;
 				break;
@@ -1170,13 +1170,13 @@ int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<bat
 	//fire shield handling
 	if(!bat.shot() &&
 		!def->isClone() &&
-		def->hasBonusOfType(Bonus::FIRE_SHIELD) &&
-		!attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY) &&
+		def->hasBonusOfType(BonusType::FIRE_SHIELD) &&
+		!attackerState->hasBonusOfType(BonusType::FIRE_IMMUNITY) &&
 		CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
 			)
 	{
 		//TODO: use damage with bonus but without penalties
-		auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
+		auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(BonusType::FIRE_SHIELD)) / 100;
 		fireShield.push_back(std::make_pair(def, fireShieldDamage));
 	}
 
@@ -1371,7 +1371,7 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
 		return false;
 	};
 
-	if (curStack->hasBonusOfType(Bonus::FLYING))
+	if (curStack->hasBonusOfType(BonusType::FLYING))
 	{
 		if (path.second <= creSpeed && path.first.size() > 0)
 		{
@@ -1825,7 +1825,7 @@ void CGameHandler::newTurn()
 			{
 				for(auto stack : hero->stacks)
 				{
-					if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
+					if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
 					{
 						hasCrystalGenCreature = true;
 						break;
@@ -1838,7 +1838,7 @@ void CGameHandler::newTurn()
 				{
 					for(auto stack : town->stacks)
 					{
-						if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
+						if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
 						{
 							hasCrystalGenCreature = true;
 							break;
@@ -1868,7 +1868,7 @@ void CGameHandler::newTurn()
 			{
 				for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
 				{
-					n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
+					n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, k);
 				}
 			}
 		}
@@ -1951,13 +1951,13 @@ void CGameHandler::newTurn()
 				sendAndApply (&fw);
 			}
 		}
-		if (t->hasBonusOfType (Bonus::DARKNESS))
+		if (t->hasBonusOfType (BonusType::DARKNESS))
 		{
 			for (auto & player : gs->players)
 			{
 				if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
 					getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
-					changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(Bonus::DARKNESS))->val, player.first, true);
+					changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, true);
 			}
 		}
 	}
@@ -2281,8 +2281,8 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
 	auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
 	auto ti = pathfinderHelper->getTurnInfo();
 
-	const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
-	const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
+	const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
+	const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
 	const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movement);
 
 	//it's a rock or blocked and not visitable tile
@@ -2751,8 +2751,8 @@ void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID t
 {
 	const CGHeroInstance * h1 = getHero(fromHero);
 	const CGHeroInstance * h2 = getHero(toHero);
-	int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
-	int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
+	int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
+	int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
 
 	if (h1_scholarSpellLevel < h2_scholarSpellLevel)
 	{
@@ -3636,7 +3636,7 @@ bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
 // 	{
 // 		RemoveBonus rb(RemoveBonus::TOWN);
 // 		rb.whoID = t->id;
-// 		rb.source = Bonus::TOWN_STRUCTURE;
+// 		rb.source = BonusSource::TOWN_STRUCTURE;
 // 		rb.id = 17;
 // 		sendAndApply(&rb);
 // 	}
@@ -4322,8 +4322,8 @@ bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance
 	//resulting creature - bone dragons or skeletons
 	CreatureID resCreature = CreatureID::SKELETON;
 
-	if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
-			&& !(s.hasBonusOfType(Bonus::UNDEAD)))
+	if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
+			&& !(s.hasBonusOfType(BonusType::UNDEAD)))
 			|| (s.getCreatureID() == CreatureID::HYDRA)
 			|| (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
 		resCreature = CreatureID::BONE_DRAGON;
@@ -4619,12 +4619,12 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
 		{
 			//defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
 			SetStackEffect sse;
-			Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
-			Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
-				 -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
-			Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
+			Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, -1, PrimarySkill::DEFENSE, BonusValueType::PERCENT_TO_ALL);
+			Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE),
+				 -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
+			Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
 
-			BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
+			BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE));
 			int oldDefenceValue = defence.totalValue();
 
 			defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
@@ -4757,11 +4757,11 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
 			const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
 			if(attackingHero)
 			{
-				totalAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
+				totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
 			}
 
 
-			const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
+			const bool firstStrike = destinationStack->hasBonusOfType(BonusType::FIRST_STRIKE);
 			const bool retaliation = destinationStack->ableToRetaliate();
 			for (int i = 0; i < totalAttacks; ++i)
 			{
@@ -4772,7 +4772,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
 				}
 
 				//move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
-				if(stack->alive() && !stack->hasBonusOfType(Bonus::NOT_ACTIVE) && destinationStack->alive())
+				if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive())
 				{
 					makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
 				}
@@ -4780,7 +4780,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
 				//counterattack
 				//we check retaliation twice, so if it unblocked during attack it will work only on next attack
 				if(stack->alive()
-					&& !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
+					&& !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)
 					&& (i == 0 && !firstStrike)
 					&& retaliation && destinationStack->ableToRetaliate())
 				{
@@ -4789,7 +4789,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
 			}
 
 			//return
-			if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
+			if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE)
 				&& target.size() == 3
 				&& startingPos != stack->getPosition()
 				&& startingPos == target.at(2).hexValue
@@ -4829,8 +4829,8 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
 			makeAttack(stack, destinationStack, 0, destination, true, true, false);
 
 			//ranged counterattack
-			if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
-				&& !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
+			if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
+				&& !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
 				&& destinationStack->ableToRetaliate()
 				&& gs->curB->battleCanShoot(destinationStack, stack->getPosition())
 				&& stack->alive()) //attacker may have died (fire shield)
@@ -4845,7 +4845,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
 			const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
 			if(attackingHero)
 			{
-				totalRangedAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
+				totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
 			}
 
 
@@ -4866,7 +4866,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
 		{
 			auto wrapper = wrapAction(ba);
 			const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
-			std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::CATAPULT));
+			std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::CATAPULT));
 			if(!catapultAbility || catapultAbility->subtype < 0)
 			{
 				complain("We do not know how to shoot :P");
@@ -4875,7 +4875,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
 			{
 				const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
 				spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
-				auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(Bonus::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
+				auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
 				parameters.setSpellLevel(shotLevel);
 				parameters.cast(spellEnv, target);
 			}
@@ -4895,7 +4895,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
 			}
 
 			const battle::Unit * destStack = nullptr;
-			std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::HEALER));
+			std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::HEALER));
 
 			if(target.at(0).unitValue)
 				destStack = target.at(0).unitValue;
@@ -4923,8 +4923,8 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
 			const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
 			SpellID spellID = SpellID(ba.actionSubtype);
 
-			std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(Bonus::RANDOM_SPELLCASTER));
-			std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
+			std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));
+			std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::SPELLCASTER, spellID));
 
 			//TODO special bonus for genies ability
 			if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
@@ -5148,7 +5148,7 @@ bool CGameHandler::makeCustomAction(BattleAction & ba)
 
 void CGameHandler::stackEnchantedTrigger(const CStack * st)
 {
-	auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
+	auto bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTED)));
 	for(auto b : bl)
 	{
 		const CSpell * sp = SpellID(b->subtype).toSpell();
@@ -5188,10 +5188,10 @@ void CGameHandler::stackTurnTrigger(const CStack *st)
 	if (st->alive())
 	{
 		//unbind
-		if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
+		if (st->hasBonus(Selector::type()(BonusType::BIND_EFFECT)))
 		{
 			bool unbind = true;
-			BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
+			BonusList bl = *(st->getBonuses(Selector::type()(BonusType::BIND_EFFECT)));
 			auto adjacent = gs->curB->battleAdjacentUnits(st);
 
 			for (auto b : bl)
@@ -5219,42 +5219,42 @@ void CGameHandler::stackTurnTrigger(const CStack *st)
 			}
 		}
 
-		if (st->hasBonusOfType(Bonus::POISON))
+		if (st->hasBonusOfType(BonusType::POISON))
 		{
-			std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
+			std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(BonusType::STACK_HEALTH)));
 			if (b) //TODO: what if not?...
 			{
-				bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
+				bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));
 				if (bte.val < b->val) //(negative) poison effect increases - update it
 				{
-					bte.effect = Bonus::POISON;
+					bte.effect = vstd::to_underlying(BonusType::POISON);
 					sendAndApply(&bte);
 				}
 			}
 		}
-		if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
+		if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
 		{
 			const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
 			const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
 			if(opponentHero)
 			{
-				ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
+				ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
 				vstd::amin(manaDrained, opponentHero->mana);
 				if(manaDrained)
 				{
-					bte.effect = Bonus::MANA_DRAIN;
+					bte.effect = vstd::to_underlying(BonusType::MANA_DRAIN);
 					bte.val = manaDrained;
 					bte.additionalInfo = opponentHero->id.getNum(); //for sanity
 					sendAndApply(&bte);
 				}
 			}
 		}
-		if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
+		if (st->isLiving() && !st->hasBonusOfType(BonusType::FEARLESS))
 		{
 			bool fearsomeCreature = false;
 			for (CStack * stack : gs->curB->stacks)
 			{
-				if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
+				if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(BonusType::FEAR))
 				{
 					fearsomeCreature = true;
 					break;
@@ -5264,12 +5264,12 @@ void CGameHandler::stackTurnTrigger(const CStack *st)
 			{
 				if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
 				{
-					bte.effect = Bonus::FEAR;
+					bte.effect = vstd::to_underlying(BonusType::FEAR);
 					sendAndApply(&bte);
 				}
 			}
 		}
-		BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
+		BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
 		int side = gs->curB->whatSide(st->unitOwner());
 		if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
 		{
@@ -5829,7 +5829,7 @@ bool CGameHandler::dig(const CGHeroInstance *h)
 	return true;
 }
 
-void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
+void CGameHandler::attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
 {
 	if(attacker->hasBonusOfType(attackMode))
 	{
@@ -5899,7 +5899,7 @@ void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const
 
 void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
 {
-	attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
+	attackCasting(ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
 }
 
 void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
@@ -5907,7 +5907,7 @@ void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker
 	if(!attacker->alive() || !defender->alive()) // can be already dead
 		return;
 
-	attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
+	attackCasting(ranged, BonusType::SPELL_AFTER_ATTACK, attacker, defender);
 
 	if(!defender->alive())
 	{
@@ -5915,13 +5915,13 @@ void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker
 		return;
 	}
 
-	if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
+	if(attacker->hasBonusOfType(BonusType::DEATH_STARE))
 	{
 		// mechanics of Death Stare as in H3:
 		// each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
 		//original formula x = min(x, (gorgons_count + 9)/10);
 
-		double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
+		double chanceToKill = attacker->valOfBonuses(BonusType::DEATH_STARE, 0) / 100.0f;
 		vstd::amin(chanceToKill, 1); //cap at 100%
 
 		std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
@@ -5932,7 +5932,7 @@ void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker
 		int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
 		vstd::amin(staredCreatures, maxToKill);
 
-		staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
+		staredCreatures += (attacker->level() * attacker->valOfBonuses(BonusType::DEATH_STARE, 1)) / defender->level();
 		if(staredCreatures)
 		{
 			//TODO: death stare was not originally available for multiple-hex attacks, but...
@@ -5952,7 +5952,7 @@ void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker
 		return;
 
 	int64_t acidDamage = 0;
-	TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
+	TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(BonusType::ACID_BREATH));
 	for(const auto & b : *acidBreath)
 	{
 		if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
@@ -5977,15 +5977,15 @@ void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker
 	if(!defender->alive())
 		return;
 
-	if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
+	if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
 	{
-		double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
+		double chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION) / 100.0f;
 		vstd::amin(chanceToTrigger, 1); //cap at 100%
 
 		if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
 			return;
 
-		int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
+		int bonusAdditionalInfo = attacker->getBonus(Selector::type()(BonusType::TRANSMUTATION))->additionalInfo[0];
 
 		if(defender->unitType()->getId() == bonusAdditionalInfo ||
 			(bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
@@ -6002,9 +6002,9 @@ void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker
 		else
 			resurrectInfo.type = attacker->creatureId();
 
-		if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
+		if(attacker->hasBonusOfType((BonusType::TRANSMUTATION), 0))
 			resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u);
-		else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
+		else if (attacker->hasBonusOfType((BonusType::TRANSMUTATION), 1))
 			resurrectInfo.count = defender->getCount();
 		else
 			return; //wrong subtype
@@ -6019,21 +6019,21 @@ void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker
 		sendAndApply(&addUnits);
 	}
 
-	if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
+	if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0) || attacker->hasBonusOfType(BonusType::DESTRUCTION, 1))
 	{
 		double chanceToTrigger = 0;
 		int amountToDie = 0;
 
-		if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
+		if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0)) //killing by percentage
 		{
-			chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
-			int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
+			chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 0) / 100.0f;
+			int percentageToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
 			amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
 		}
-		else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
+		else if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 1)) //killing by count
 		{
-			chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
-			amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
+			chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 1) / 100.0f;
+			amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
 		}
 
 		vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
@@ -6371,9 +6371,9 @@ void CGameHandler::runBattle()
 
 	for (CStack * stack : initialStacks)
 	{
-		if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
+		if (stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
 		{
-			std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
+			std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
 			auto accessibility = getAccesibility();
 			CreatureID creatureData = CreatureID(summonInfo->subtype);
 			std::vector<BattleHex> targetHexes;
@@ -6418,7 +6418,7 @@ void CGameHandler::runBattle()
 		auto h = gs->curB->battleGetFightingHero(i);
 		if (h)
 		{
-			TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
+			TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL));
 
 			for (auto b : *bl)
 			{
@@ -6486,11 +6486,11 @@ void CGameHandler::runBattle()
 					{
 						BattleTriggerEffect bte;
 						bte.stackID = stack->unitId();
-						bte.effect = Bonus::HP_REGENERATION;
+						bte.effect = vstd::to_underlying(BonusType::HP_REGENERATION);
 
 						const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
-						if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
-							bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
+						if(stack->hasBonusOfType(BonusType::HP_REGENERATION))
+							bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));
 
 						if(bte.val) // anything to heal
 							sendAndApply(&bte);
@@ -6537,7 +6537,7 @@ void CGameHandler::runBattle()
 				}
 			}
 
-			if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
+			if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
 			{
 				logGlobal->trace("Handle Berserk effect");
 				std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
@@ -6565,7 +6565,7 @@ void CGameHandler::runBattle()
 			const int stackCreatureId = next->unitType()->getId();
 
 			if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
-				&& (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
+				&& (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, stackCreatureId)))
 			{
 				BattleAction attack;
 				attack.actionType = EActionType::SHOOT;
@@ -6610,7 +6610,7 @@ void CGameHandler::runBattle()
 					continue;
 				}
 
-				if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
+				if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::CATAPULT))
 				{
 					BattleAction attack;
 					attack.actionType = EActionType::CATAPULT;
@@ -6635,7 +6635,7 @@ void CGameHandler::runBattle()
 					continue;
 				}
 
-				if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
+				if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
 				{
 					RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
 					const CStack * toBeHealed = possibleStacks.front();
@@ -6720,7 +6720,7 @@ void CGameHandler::runBattle()
 						{
 							BattleTriggerEffect bte;
 							bte.stackID = next->unitId();
-							bte.effect = Bonus::MORALE;
+							bte.effect = vstd::to_underlying(BonusType::MORALE);
 							bte.val = 1;
 							bte.additionalInfo = 0;
 							sendAndApply(&bte); //play animation
@@ -6872,7 +6872,7 @@ void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, cons
 		///Give all spells with bonus (to allow banned spells)
 		GiveBonus giveBonus(GiveBonus::ETarget::HERO);
 		giveBonus.id = hero->id.getNum();
-		giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
+		giveBonus.bonus = Bonus(BonusDuration::PERMANENT, BonusType::SPELLS_OF_LEVEL, BonusSource::OTHER, 0, 0);
 		//start with level 0 to skip abilities
 		for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
 		{
@@ -7017,9 +7017,9 @@ void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, cons
 		sendAndApply(&smp);
 
 		GiveBonus gb(GiveBonus::ETarget::HERO);
-		gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
-		gb.bonus.duration = Bonus::ONE_DAY;
-		gb.bonus.source = Bonus::OTHER;
+		gb.bonus.type = BonusType::FREE_SHIP_BOARDING;
+		gb.bonus.duration = BonusDuration::ONE_DAY;
+		gb.bonus.source = BonusSource::OTHER;
 		gb.id = hero->id.getNum();
 		giveHeroBonus(&gb);
 	}

+ 1 - 1
server/CGameHandler.h

@@ -343,7 +343,7 @@ public:
 	void newTurn();
 	void handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender);
 	void handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender);
-	void attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender);
+	void attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender);
 	bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot);
 	void spawnWanderingMonsters(CreatureID creatureID);
 	void handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated);

+ 10 - 10
test/battle/CBattleInfoCallbackTest.cpp

@@ -49,7 +49,7 @@ public:
 
 	void makeWarMachine()
 	{
-		addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::SIEGE_WEAPON, Bonus::CREATURE_ABILITY, 1, 0));
+		addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::SIEGE_WEAPON, BonusSource::CREATURE_ABILITY, 1, 0));
 	}
 
 	void redirectBonusesToFake()
@@ -325,7 +325,7 @@ TEST_F(BattleMatchOwnerTest, hypnotizedToSelf)
 {
 	UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
 	EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
-	unit1.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
+	unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, 0));
 
 	setDefaultExpectations();
 
@@ -356,7 +356,7 @@ TEST_F(BattleMatchOwnerTest, hypnotizedToNormalAlly)
 {
 	UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
 	EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
-	unit1.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
+	unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, 0));
 
 	UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
 	EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
@@ -376,7 +376,7 @@ TEST_F(BattleMatchOwnerTest, normalToHypnotizedAlly)
 	EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
 	UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
 	EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
-	unit2.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
+	unit2.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, 0));
 
 	setDefaultExpectations();
 
@@ -391,11 +391,11 @@ TEST_F(BattleMatchOwnerTest, hypnotizedToHypnotizedAlly)
 {
 	UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
 	EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
-	unit1.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
+	unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, 0));
 
 	UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
 	EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
-	unit2.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
+	unit2.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, 0));
 
 	setDefaultExpectations();
 
@@ -427,7 +427,7 @@ TEST_F(BattleMatchOwnerTest, hypnotizedToNormalEnemy)
 {
 	UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
 	EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
-	unit1.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
+	unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, 0));
 
 	UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
 	EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
@@ -447,7 +447,7 @@ TEST_F(BattleMatchOwnerTest, normalToHypnotizedEnemy)
 	EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
 	UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
 	EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
-	unit2.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
+	unit2.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, 0));
 
 	setDefaultExpectations();
 
@@ -462,11 +462,11 @@ TEST_F(BattleMatchOwnerTest, hypnotizedToHypnotizedEnemy)
 {
 	UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
 	EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
-	unit1.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
+	unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, 0));
 
 	UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
 	EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
-	unit2.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
+	unit2.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, 0));
 
 	setDefaultExpectations();
 

+ 2 - 2
test/battle/CHealthTest.cpp

@@ -33,7 +33,7 @@ public:
 		EXPECT_CALL(mock, getAllBonuses(_, _, _, _)).WillRepeatedly(Invoke(&bonusMock, &BonusBearerMock::getAllBonuses));
 		EXPECT_CALL(mock, getTreeVersion()).WillRepeatedly(Return(1));
 
-		bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, UNIT_HEALTH, 0));
+		bonusMock.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, UNIT_HEALTH, 0));
 
 		EXPECT_CALL(mock, unitBaseAmount()).WillRepeatedly(Return(UNIT_AMOUNT));
 	}
@@ -239,7 +239,7 @@ TEST_F(HealthTest, singleUnitStack)
 	EXPECT_CALL(mock, getAllBonuses(_, _, _, _)).WillRepeatedly(Invoke(&bonusMock, &BonusBearerMock::getAllBonuses));
 	EXPECT_CALL(mock, getTreeVersion()).WillRepeatedly(Return(1));
 
-	bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, 300, 0));
+	bonusMock.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, 300, 0));
 
 	EXPECT_CALL(mock, unitBaseAmount()).WillRepeatedly(Return(1));
 

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