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vcmi: rename IFactionMember and ICreature

Konstantin пре 2 година
родитељ
комит
b6eb2dc060

+ 1 - 1
client/widgets/MiscWidgets.cpp

@@ -372,7 +372,7 @@ CTownTooltip::CTownTooltip(Point pos, const CGTownInstance * town)
 	init(InfoAboutTown(town, true));
 }
 
-void MoraleLuckBox::set(const IFactionMember * node)
+void MoraleLuckBox::set(const AFactionMember * node)
 {
 	OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);
 

+ 2 - 2
client/widgets/MiscWidgets.h

@@ -16,7 +16,7 @@ VCMI_LIB_NAMESPACE_BEGIN
 class CGGarrison;
 struct InfoAboutArmy;
 class CArmedInstance;
-class IFactionMember;
+class AFactionMember;
 
 VCMI_LIB_NAMESPACE_END
 
@@ -170,7 +170,7 @@ public:
 	bool morale; //true if morale, false if luck
 	bool small;
 
-	void set(const IFactionMember *node);
+	void set(const AFactionMember *node);
 
 	MoraleLuckBox(bool Morale, const Rect &r, bool Small=false);
 };

+ 1 - 1
client/windows/CHeroWindow.h

@@ -47,7 +47,7 @@ public:
 };
 
 //helper class for calculating values of hero bonuses without bonuses from picked up artifact
-class CHeroWithMaybePickedArtifact : public IBonusBearer, public IFactionMember
+class CHeroWithMaybePickedArtifact : public IBonusBearer, public AFactionMember
 {
 public:
 	const CGHeroInstance * hero;

+ 2 - 2
include/vcmi/Creature.h

@@ -19,7 +19,7 @@ class ResourceSet;
 enum class EGameResID : int8_t;
 
 /// Base class for creatures and battle stacks
-class DLL_LINKAGE ICreature: public IFactionMember
+class DLL_LINKAGE ACreature: public AFactionMember
 {
 public:
 	bool isLiving() const; //non-undead, non-non living or alive
@@ -28,7 +28,7 @@ public:
 };
 
 template <typename IdType>
-class DLL_LINKAGE CreatureEntity : public EntityT<IdType>, public ICreature
+class DLL_LINKAGE CreatureEntity : public EntityT<IdType>, public ACreature
 {
 };
 

+ 1 - 1
include/vcmi/FactionMember.h

@@ -21,7 +21,7 @@ namespace PrimarySkill
     enum PrimarySkill : int8_t;
 }
 
-class DLL_LINKAGE IFactionMember: public IConstBonusProvider, public INativeTerrainProvider
+class DLL_LINKAGE AFactionMember: public IConstBonusProvider, public INativeTerrainProvider
 {
 public:
 	/**

+ 16 - 16
lib/BasicTypes.cpp

@@ -27,7 +27,7 @@ bool INativeTerrainProvider::isNativeTerrain(TerrainId terrain) const
 	return native == terrain || native == ETerrainId::ANY_TERRAIN;
 }
 
-TerrainId IFactionMember::getNativeTerrain() const
+TerrainId AFactionMember::getNativeTerrain() const
 {
 	constexpr auto any = TerrainId(ETerrainId::ANY_TERRAIN);
 	const std::string cachingStringNoTerrainPenalty = "type_NO_TERRAIN_PENALTY_sANY";
@@ -39,14 +39,14 @@ TerrainId IFactionMember::getNativeTerrain() const
 		? any : VLC->factions()->getById(getFaction())->getNativeTerrain();
 }
 
-int32_t IFactionMember::magicResistance() const
+int32_t AFactionMember::magicResistance() const
 {
 	si32 val = getBonusBearer()->valOfBonuses(Selector::type()(Bonus::MAGIC_RESISTANCE));
 	vstd::amin (val, 100);
 	return val;
 }
 
-int IFactionMember::getAttack(bool ranged) const
+int AFactionMember::getAttack(bool ranged) const
 {
 	const std::string cachingStr = "type_PRIMARY_SKILLs_ATTACK";
 
@@ -55,7 +55,7 @@ int IFactionMember::getAttack(bool ranged) const
 	return getBonusBearer()->valOfBonuses(selector, cachingStr);
 }
 
-int IFactionMember::getDefense(bool ranged) const
+int AFactionMember::getDefense(bool ranged) const
 {
 	const std::string cachingStr = "type_PRIMARY_SKILLs_DEFENSE";
 
@@ -64,21 +64,21 @@ int IFactionMember::getDefense(bool ranged) const
 	return getBonusBearer()->valOfBonuses(selector, cachingStr);
 }
 
-int IFactionMember::getMinDamage(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));
 	return getBonusBearer()->valOfBonuses(selector, cachingStr);
 }
 
-int IFactionMember::getMaxDamage(bool ranged) const
+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));
 	return getBonusBearer()->valOfBonuses(selector, cachingStr);
 }
 
-int IFactionMember::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
+int AFactionMember::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
 {
 	static const CSelector selectorAllSkills = Selector::type()(Bonus::PRIMARY_SKILL);
 	static const std::string keyAllSkills = "type_PRIMARY_SKILL";
@@ -88,12 +88,12 @@ int IFactionMember::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
 	return std::max(ret, minSkillValue); //otherwise, some artifacts may cause negative skill value effect, sp=0 works in old saves
 }
 
-int IFactionMember::MoraleValAndBonusList(TConstBonusListPtr & bonusList) 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 std::string cachingStrUn = "IFactionMember::unaffectedByMoraleSelector";
+	static const std::string cachingStrUn = "AFactionMember::unaffectedByMoraleSelector";
 	auto unaffected = getBonusBearer()->hasBonus(unaffectedByMoraleSelector, cachingStrUn);
 	if(unaffected)
 	{
@@ -109,7 +109,7 @@ int IFactionMember::MoraleValAndBonusList(TConstBonusListPtr & bonusList) const
 	return std::clamp(bonusList->totalValue(), -3, +3);
 }
 
-int IFactionMember::LuckValAndBonusList(TConstBonusListPtr & bonusList) const
+int AFactionMember::LuckValAndBonusList(TConstBonusListPtr & bonusList) const
 {
 	if(getBonusBearer()->hasBonusOfType(Bonus::NO_LUCK))
 	{
@@ -125,19 +125,19 @@ int IFactionMember::LuckValAndBonusList(TConstBonusListPtr & bonusList) const
 	return std::clamp(bonusList->totalValue(), -3, +3);
 }
 
-int IFactionMember::MoraleVal() const
+int AFactionMember::MoraleVal() const
 {
 	TConstBonusListPtr tmp = nullptr;
 	return MoraleValAndBonusList(tmp);
 }
 
-int IFactionMember::LuckVal() const
+int AFactionMember::LuckVal() const
 {
 	TConstBonusListPtr tmp = nullptr;
 	return LuckValAndBonusList(tmp);
 }
 
-ui32 ICreature::MaxHealth() const
+ui32 ACreature::MaxHealth() const
 {
 	const std::string cachingStr = "type_STACK_HEALTH";
 	static const auto selector = Selector::type()(Bonus::STACK_HEALTH);
@@ -145,7 +145,7 @@ ui32 ICreature::MaxHealth() const
 	return std::max(1, value); //never 0
 }
 
-ui32 ICreature::Speed(int turn, bool useBind) 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))))
@@ -161,9 +161,9 @@ ui32 ICreature::Speed(int turn, bool useBind) const
 	return getBonusBearer()->valOfBonuses(Selector::type()(Bonus::STACKS_SPEED).And(Selector::turns(turn)));
 }
 
-bool ICreature::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation
+bool ACreature::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation
 {
-	static const std::string cachingStr = "ICreature::isLiving";
+	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))

+ 1 - 1
lib/CCreatureSet.h

@@ -64,7 +64,7 @@ public:
 	void serializeJson(JsonSerializeFormat & handler);
 };
 
-class DLL_LINKAGE CStackInstance : public CBonusSystemNode, public CStackBasicDescriptor, public CArtifactSet, public ICreature
+class DLL_LINKAGE CStackInstance : public CBonusSystemNode, public CStackBasicDescriptor, public CArtifactSet, public ACreature
 {
 protected:
 	const CArmedInstance *_armyObj; //stack must be part of some army, army must be part of some object

+ 1 - 1
lib/CStack.cpp

@@ -89,7 +89,7 @@ ui32 CStack::level() const
 
 si32 CStack::magicResistance() const
 {
-	auto magicResistance = IFactionMember::magicResistance();
+	auto magicResistance = AFactionMember::magicResistance();
 
 	si32 auraBonus = 0;
 

+ 1 - 1
lib/battle/Unit.h

@@ -41,7 +41,7 @@ namespace BattlePhases
 
 class CUnitState;
 
-class DLL_LINKAGE Unit : public IUnitInfo, public spells::Caster, public virtual IBonusBearer, public ICreature
+class DLL_LINKAGE Unit : public IUnitInfo, public spells::Caster, public virtual IBonusBearer, public ACreature
 {
 public:
 	virtual ~Unit();

+ 1 - 1
lib/mapObjects/CGHeroInstance.h

@@ -41,7 +41,7 @@ public:
 };
 
 
-class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public spells::Caster, public IFactionMember
+class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public spells::Caster, public AFactionMember
 {
 	// We serialize heroes into JSON for crossover
 	friend class CCampaignState;

+ 4 - 4
scripting/lua/api/battle/UnitProxy.cpp

@@ -29,10 +29,10 @@ VCMI_REGISTER_SCRIPT_API(UnitProxy, "battle.Unit")
 
 const std::vector<UnitProxy::CustomRegType> UnitProxy::REGISTER_CUSTOM =
 {
-	{"getMinDamage", LuaMethodWrapper<Unit, decltype(&ICreature::getMinDamage), &ICreature::getMinDamage>::invoke, false},
-	{"getMaxDamage", LuaMethodWrapper<Unit, decltype(&ICreature::getMaxDamage), &ICreature::getMaxDamage>::invoke, false},
-	{"getAttack", LuaMethodWrapper<Unit, decltype(&ICreature::getAttack), &ICreature::getAttack>::invoke, false},
-	{"getDefense", LuaMethodWrapper<Unit, decltype(&ICreature::getDefense), &ICreature::getDefense>::invoke, false},
+	{"getMinDamage", LuaMethodWrapper<Unit, decltype(&ACreature::getMinDamage), &ACreature::getMinDamage>::invoke, false},
+	{"getMaxDamage", LuaMethodWrapper<Unit, decltype(&ACreature::getMaxDamage), &ACreature::getMaxDamage>::invoke, false},
+	{"getAttack", LuaMethodWrapper<Unit, decltype(&ACreature::getAttack), &ACreature::getAttack>::invoke, false},
+	{"getDefense", LuaMethodWrapper<Unit, decltype(&ACreature::getDefense), &ACreature::getDefense>::invoke, false},
 	{"isAlive", LuaMethodWrapper<Unit, decltype(&Unit::alive), &Unit::alive>::invoke, false},
 	{"unitId", LuaMethodWrapper<Unit, decltype(&IUnitInfo::unitId), &IUnitInfo::unitId>::invoke, false},
 };