HeroBonus.h 40 KB

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  1. /*
  2. * HeroBonus.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "GameConstants.h"
  12. #include "JsonNode.h"
  13. class CCreature;
  14. struct Bonus;
  15. class IBonusBearer;
  16. class CBonusSystemNode;
  17. class ILimiter;
  18. class IPropagator;
  19. class IUpdater;
  20. class BonusList;
  21. typedef std::shared_ptr<BonusList> TBonusListPtr;
  22. typedef std::shared_ptr<ILimiter> TLimiterPtr;
  23. typedef std::shared_ptr<IPropagator> TPropagatorPtr;
  24. typedef std::shared_ptr<IUpdater> TUpdaterPtr;
  25. typedef std::set<CBonusSystemNode*> TNodes;
  26. typedef std::set<const CBonusSystemNode*> TCNodes;
  27. typedef std::vector<CBonusSystemNode *> TNodesVector;
  28. class CSelector : std::function<bool(const Bonus*)>
  29. {
  30. typedef std::function<bool(const Bonus*)> TBase;
  31. public:
  32. CSelector() {}
  33. template<typename T>
  34. CSelector(const T &t, //SFINAE trick -> include this c-tor in overload resolution only if parameter is class
  35. //(includes functors, lambdas) or function. Without that VC is going mad about ambiguities.
  36. typename std::enable_if < boost::mpl::or_ < std::is_class<T>, std::is_function<T >> ::value>::type *dummy = nullptr)
  37. : TBase(t)
  38. {}
  39. CSelector(std::nullptr_t)
  40. {}
  41. CSelector And(CSelector rhs) const
  42. {
  43. //lambda may likely outlive "this" (it can be even a temporary) => we copy the OBJECT (not pointer)
  44. auto thisCopy = *this;
  45. return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) && rhs(b); };
  46. }
  47. CSelector Or(CSelector rhs) const
  48. {
  49. auto thisCopy = *this;
  50. return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) || rhs(b); };
  51. }
  52. bool operator()(const Bonus *b) const
  53. {
  54. return TBase::operator()(b);
  55. }
  56. operator bool() const
  57. {
  58. return !!static_cast<const TBase&>(*this);
  59. }
  60. };
  61. class DLL_LINKAGE CBonusProxy
  62. {
  63. public:
  64. CBonusProxy(const IBonusBearer * Target, CSelector Selector);
  65. CBonusProxy(const CBonusProxy & other);
  66. CBonusProxy(CBonusProxy && other);
  67. CBonusProxy & operator=(CBonusProxy && other);
  68. CBonusProxy & operator=(const CBonusProxy & other);
  69. TBonusListPtr get() const;
  70. const BonusList * operator->() const;
  71. private:
  72. mutable int64_t cachedLast;
  73. const IBonusBearer * target;
  74. CSelector selector;
  75. mutable TBonusListPtr data;
  76. };
  77. #define BONUS_TREE_DESERIALIZATION_FIX if(!h.saving && h.smartPointerSerialization) deserializationFix();
  78. #define BONUS_LIST \
  79. BONUS_NAME(NONE) \
  80. BONUS_NAME(LEVEL_COUNTER) /* for commander artifacts*/ \
  81. BONUS_NAME(MOVEMENT) /*both water/land*/ \
  82. BONUS_NAME(LAND_MOVEMENT) \
  83. BONUS_NAME(SEA_MOVEMENT) \
  84. BONUS_NAME(MORALE) \
  85. BONUS_NAME(LUCK) \
  86. BONUS_NAME(PRIMARY_SKILL) /*uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance*/ \
  87. BONUS_NAME(SIGHT_RADIOUS) /*the correct word is RADIUS, but this one's already used in mods */\
  88. BONUS_NAME(MANA_REGENERATION) /*points per turn apart from normal (1 + mysticism)*/ \
  89. BONUS_NAME(FULL_MANA_REGENERATION) /*all mana points are replenished every day*/ \
  90. BONUS_NAME(NONEVIL_ALIGNMENT_MIX) /*good and neutral creatures can be mixed without morale penalty*/ \
  91. BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \
  92. BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \
  93. BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - subtracted to this part*/ \
  94. BONUS_NAME(FLYING_MOVEMENT) /*value - penalty percentage*/ \
  95. BONUS_NAME(SPELL_DURATION) \
  96. BONUS_NAME(AIR_SPELL_DMG_PREMY) \
  97. BONUS_NAME(EARTH_SPELL_DMG_PREMY) \
  98. BONUS_NAME(FIRE_SPELL_DMG_PREMY) \
  99. BONUS_NAME(WATER_SPELL_DMG_PREMY) \
  100. BONUS_NAME(WATER_WALKING) /*value - penalty percentage*/ \
  101. BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
  102. BONUS_NAME(STACK_HEALTH) \
  103. BONUS_NAME(BLOCK_MORALE) \
  104. BONUS_NAME(BLOCK_LUCK) \
  105. BONUS_NAME(FIRE_SPELLS) \
  106. BONUS_NAME(AIR_SPELLS) \
  107. BONUS_NAME(WATER_SPELLS) \
  108. BONUS_NAME(EARTH_SPELLS) \
  109. BONUS_NAME(GENERATE_RESOURCE) /*daily value, uses subtype (resource type)*/ \
  110. BONUS_NAME(CREATURE_GROWTH) /*for legion artifacts: value - week growth bonus, subtype - monster level if aplicable*/ \
  111. BONUS_NAME(WHIRLPOOL_PROTECTION) /*hero won't lose army when teleporting through whirlpool*/ \
  112. BONUS_NAME(SPELL) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \
  113. BONUS_NAME(SPELLS_OF_LEVEL) /*hero knows all spells of given level, val - skill level; subtype - level*/ \
  114. BONUS_NAME(BATTLE_NO_FLEEING) /*for shackles of war*/ \
  115. 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*/ \
  116. BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
  117. BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
  118. BONUS_NAME(IMPROVED_NECROMANCY) /*allows Necropolis units other than skeletons to be raised by necromancy*/ \
  119. BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
  120. BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \
  121. BONUS_NAME(NO_TYPE) \
  122. BONUS_NAME(FLYING) \
  123. BONUS_NAME(SHOOTER) \
  124. BONUS_NAME(CHARGE_IMMUNITY) \
  125. BONUS_NAME(ADDITIONAL_ATTACK) \
  126. BONUS_NAME(UNLIMITED_RETALIATIONS) \
  127. BONUS_NAME(NO_MELEE_PENALTY) \
  128. BONUS_NAME(JOUSTING) /*for champions*/ \
  129. BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature, val - damage bonus percent */ \
  130. BONUS_NAME(KING1) \
  131. BONUS_NAME(KING2) \
  132. BONUS_NAME(KING3) \
  133. BONUS_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \
  134. BONUS_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \
  135. BONUS_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \
  136. BONUS_NAME(SPELL_AFTER_ATTACK) /* subtype - spell id, value - chance %, additional info % 1000 - level, (additional info)/1000 -> [0 - all attacks, 1 - shot only, 2 - melee only*/ \
  137. BONUS_NAME(SPELL_BEFORE_ATTACK) /* subtype - spell id, value - chance %, additional info % 1000 - level, (additional info)/1000 -> [0 - all attacks, 1 - shot only, 2 - melee only*/ \
  138. BONUS_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \
  139. BONUS_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus */ \
  140. BONUS_NAME(BLOCK_MAGIC_ABOVE) /*blocks casting spells of the level > value */ \
  141. BONUS_NAME(BLOCK_ALL_MAGIC) /*blocks casting spells*/ \
  142. BONUS_NAME(TWO_HEX_ATTACK_BREATH) /*eg. dragons*/ \
  143. BONUS_NAME(SPELL_DAMAGE_REDUCTION) /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/ \
  144. BONUS_NAME(NO_WALL_PENALTY) \
  145. BONUS_NAME(NON_LIVING) /*eg. gargoyle*/ \
  146. BONUS_NAME(RANDOM_SPELLCASTER) /*eg. master genie, val - level*/ \
  147. BONUS_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \
  148. BONUS_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \
  149. BONUS_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \
  150. BONUS_NAME(SPELL_LIKE_ATTACK) /*subtype - spell, value - spell level; range is taken from spell, but damage from creature; eg. magog*/ \
  151. BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \
  152. BONUS_NAME(DAEMON_SUMMONING) /*pit lord, subtype - type of creatures, val - hp per unit*/ \
  153. BONUS_NAME(FIRE_IMMUNITY) /*subtype 0 - all, 1 - all except positive, 2 - only damage spells*/ \
  154. BONUS_NAME(WATER_IMMUNITY) \
  155. BONUS_NAME(EARTH_IMMUNITY) \
  156. BONUS_NAME(AIR_IMMUNITY) \
  157. BONUS_NAME(MIND_IMMUNITY) \
  158. BONUS_NAME(FIRE_SHIELD) \
  159. BONUS_NAME(UNDEAD) \
  160. BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
  161. BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
  162. BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
  163. BONUS_NAME(LIFE_DRAIN) \
  164. BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
  165. BONUS_NAME(RETURN_AFTER_STRIKE) \
  166. BONUS_NAME(SELF_MORALE) /*eg. minotaur*/ \
  167. 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*/ \
  168. BONUS_NAME(CATAPULT) \
  169. BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
  170. BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
  171. BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %,// subtype not used, use ONLY_MELEE_FIGHT / DISTANCE_FIGHT*/ \
  172. BONUS_NAME(DEFENSIVE_STANCE) /* val - bonus to defense while defending */ \
  173. BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \
  174. BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \
  175. BONUS_NAME(FEAR) \
  176. BONUS_NAME(FEARLESS) \
  177. BONUS_NAME(NO_DISTANCE_PENALTY) \
  178. BONUS_NAME(SELF_LUCK) /*halfling*/ \
  179. BONUS_NAME(ENCHANTER)/* for Enchanter spells, val - skill level, subtype - spell id, additionalInfo - cooldown */ \
  180. BONUS_NAME(HEALER) \
  181. BONUS_NAME(SIEGE_WEAPON) \
  182. BONUS_NAME(HYPNOTIZED) \
  183. BONUS_NAME(NO_RETALIATION) /*temporary bonus for basilisk, unicorn and scorpicore paralyze*/\
  184. BONUS_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \
  185. BONUS_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \
  186. 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]*/ \
  187. 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 %*/ \
  188. BONUS_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \
  189. BONUS_NAME(IN_FRENZY) /*value - level*/ \
  190. BONUS_NAME(SLAYER) /*value - level*/ \
  191. BONUS_NAME(FORGETFULL) /*forgetfulness spell effect, value - level*/ \
  192. BONUS_NAME(NOT_ACTIVE) /* subtype - spell ID (paralyze, blind, stone gaze) for graphical effect*/ \
  193. BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
  194. BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \
  195. BONUS_NAME(DARKNESS) /*val = radius */ \
  196. BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*subtype = id, val = value per level in percent*/ \
  197. BONUS_NAME(SPECIAL_SPELL_LEV) /*val = id, additionalInfo = value per level in percent*/\
  198. BONUS_NAME(SPELL_DAMAGE) /*val = value*/\
  199. BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
  200. BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
  201. BONUS_NAME(MAXED_SPELL) /*val = id*/\
  202. BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
  203. BONUS_NAME(SPECIAL_UPGRADE) /*subtype = base, additionalInfo = target */\
  204. BONUS_NAME(DRAGON_NATURE) \
  205. BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\
  206. BONUS_NAME(EXP_MULTIPLIER)/* val - percent of additional exp gained by stack/commander (base value 100)*/\
  207. BONUS_NAME(SHOTS)\
  208. BONUS_NAME(DEATH_STARE) /*subtype 0 - gorgon, 1 - commander*/\
  209. BONUS_NAME(POISON) /*val - max health penalty from poison possible*/\
  210. BONUS_NAME(BIND_EFFECT) /*doesn't do anything particular, works as a marker)*/\
  211. BONUS_NAME(ACID_BREATH) /*additional val damage per creature after attack, additional info - chance in percent*/\
  212. BONUS_NAME(RECEPTIVE) /*accepts friendly spells even with immunity*/\
  213. BONUS_NAME(DIRECT_DAMAGE_IMMUNITY) /*direct damage spells, that is*/\
  214. BONUS_NAME(CASTS) /*how many times creature can cast activated spell*/ \
  215. BONUS_NAME(SPECIFIC_SPELL_POWER) /* value used for Thunderbolt and Resurrection cast by units, subtype - spell id */\
  216. BONUS_NAME(CREATURE_SPELL_POWER) /* value per unit, divided by 100 (so faerie Dragons have 800)*/ \
  217. BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells cast by creature */ \
  218. BONUS_NAME(ENCHANTED) /* permanently enchanted with spell subID of level = val, if val > 3 then spell is mass and has level of val-3*/ \
  219. BONUS_NAME(REBIRTH) /* val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) */\
  220. BONUS_NAME(ADDITIONAL_UNITS) /*val of units with id = subtype will be added to hero's army at the beginning of battle */\
  221. BONUS_NAME(SPOILS_OF_WAR) /*val * 10^-6 * gained exp resources of subtype will be given to hero after battle*/\
  222. BONUS_NAME(BLOCK)\
  223. BONUS_NAME(DISGUISED) /* subtype - spell level */\
  224. BONUS_NAME(VISIONS) /* subtype - spell level */\
  225. BONUS_NAME(NO_TERRAIN_PENALTY) /* subtype - terrain type */\
  226. BONUS_NAME(SOUL_STEAL) /*val - number of units gained per enemy killed, subtype = 0 - gained units survive after battle, 1 - they do not*/ \
  227. 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)*/\
  228. BONUS_NAME(SUMMON_GUARDIANS) /*val - amount in % of stack count, subtype = creature ID*/\
  229. BONUS_NAME(CATAPULT_EXTRA_SHOTS) /*val - number of additional shots, requires CATAPULT bonus to work*/\
  230. BONUS_NAME(RANGED_RETALIATION) /*allows shooters to perform ranged retaliation*/\
  231. BONUS_NAME(BLOCKS_RANGED_RETALIATION) /*disallows ranged retaliation for shooter unit, BLOCKS_RETALIATION bonus is for melee retaliation only*/\
  232. BONUS_NAME(SECONDARY_SKILL_VAL2) /*for secondary skills that have multiple effects, like eagle eye (max level and chance)*/ \
  233. BONUS_NAME(MANUAL_CONTROL) /* manually control warmachine with id = subtype, chance = val */ \
  234. BONUS_NAME(WIDE_BREATH) /* initial desigh: dragon breath affecting multiple nearby hexes */\
  235. BONUS_NAME(FIRST_STRIKE) /* first counterattack, then attack if possible */\
  236. BONUS_NAME(SYNERGY_TARGET) /* dummy skill for alternative upgrades mod */\
  237. BONUS_NAME(SHOOTS_ALL_ADJACENT) /* H4 Cyclops-like shoot (attacks all hexes neighboring with target) without spell-like mechanics */\
  238. BONUS_NAME(BLOCK_MAGIC_BELOW) /*blocks casting spells of the level < value */ \
  239. 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*/ \
  240. /* end of list */
  241. #define BONUS_SOURCE_LIST \
  242. BONUS_SOURCE(ARTIFACT)\
  243. BONUS_SOURCE(ARTIFACT_INSTANCE)\
  244. BONUS_SOURCE(OBJECT)\
  245. BONUS_SOURCE(CREATURE_ABILITY)\
  246. BONUS_SOURCE(TERRAIN_NATIVE)\
  247. BONUS_SOURCE(TERRAIN_OVERLAY)\
  248. BONUS_SOURCE(SPELL_EFFECT)\
  249. BONUS_SOURCE(TOWN_STRUCTURE)\
  250. BONUS_SOURCE(HERO_BASE_SKILL)\
  251. BONUS_SOURCE(SECONDARY_SKILL)\
  252. BONUS_SOURCE(HERO_SPECIAL)\
  253. BONUS_SOURCE(ARMY)\
  254. BONUS_SOURCE(CAMPAIGN_BONUS)\
  255. BONUS_SOURCE(SPECIAL_WEEK)\
  256. BONUS_SOURCE(STACK_EXPERIENCE)\
  257. BONUS_SOURCE(COMMANDER) /*TODO: consider using simply STACK_INSTANCE */\
  258. BONUS_SOURCE(OTHER) /*used for defensive stance and default value of spell level limit*/
  259. #define BONUS_VALUE_LIST \
  260. BONUS_VALUE(ADDITIVE_VALUE)\
  261. BONUS_VALUE(BASE_NUMBER)\
  262. BONUS_VALUE(PERCENT_TO_ALL)\
  263. BONUS_VALUE(PERCENT_TO_BASE)\
  264. BONUS_VALUE(INDEPENDENT_MAX) /*used for SPELL bonus */\
  265. BONUS_VALUE(INDEPENDENT_MIN) //used for SECONDARY_SKILL_PREMY bonus
  266. /// Struct for handling bonuses of several types. Can be transferred to any hero
  267. struct DLL_LINKAGE Bonus : public std::enable_shared_from_this<Bonus>
  268. {
  269. enum { EVERY_TYPE = -1 };
  270. enum BonusType
  271. {
  272. #define BONUS_NAME(x) x,
  273. BONUS_LIST
  274. #undef BONUS_NAME
  275. };
  276. enum BonusDuration //when bonus is automatically removed
  277. {
  278. PERMANENT = 1,
  279. ONE_BATTLE = 2, //at the end of battle
  280. ONE_DAY = 4, //at the end of day
  281. ONE_WEEK = 8, //at the end of week (bonus lasts till the end of week, thats NOT 7 days
  282. N_TURNS = 16, //used during battles, after battle bonus is always removed
  283. N_DAYS = 32,
  284. UNTIL_BEING_ATTACKED = 64, /*removed after attack and counterattacks are performed*/
  285. UNTIL_ATTACK = 128, /*removed after attack and counterattacks are performed*/
  286. STACK_GETS_TURN = 256, /*removed when stack gets its turn - used for defensive stance*/
  287. COMMANDER_KILLED = 512
  288. };
  289. enum BonusSource
  290. {
  291. #define BONUS_SOURCE(x) x,
  292. BONUS_SOURCE_LIST
  293. #undef BONUS_SOURCE
  294. };
  295. enum LimitEffect
  296. {
  297. NO_LIMIT = 0,
  298. ONLY_DISTANCE_FIGHT=1, ONLY_MELEE_FIGHT, //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only)
  299. ONLY_ENEMY_ARMY
  300. };
  301. enum ValueType
  302. {
  303. #define BONUS_VALUE(x) x,
  304. BONUS_VALUE_LIST
  305. #undef BONUS_VALUE
  306. };
  307. ui16 duration; //uses BonusDuration values
  308. si16 turnsRemain; //used if duration is N_TURNS, N_DAYS or ONE_WEEK
  309. BonusType type; //uses BonusType values - says to what is this bonus - 1 byte
  310. TBonusSubtype subtype; //-1 if not applicable - 4 bytes
  311. BonusSource source;//source type" uses BonusSource values - what gave that bonus
  312. si32 val;
  313. ui32 sid; //source id: id of object/artifact/spell
  314. ValueType valType;
  315. si32 additionalInfo;
  316. LimitEffect effectRange; //if not NO_LIMIT, bonus will be omitted by default
  317. TLimiterPtr limiter;
  318. TPropagatorPtr propagator;
  319. TUpdaterPtr updater;
  320. std::string description;
  321. Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1);
  322. Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, si32 Subtype=-1, ValueType ValType = ADDITIVE_VALUE);
  323. Bonus();
  324. template <typename Handler> void serialize(Handler &h, const int version)
  325. {
  326. h & duration;
  327. h & type;
  328. h & subtype;
  329. h & source;
  330. h & val;
  331. h & sid;
  332. h & description;
  333. h & additionalInfo;
  334. h & turnsRemain;
  335. h & valType;
  336. h & effectRange;
  337. h & limiter;
  338. h & propagator;
  339. if(version >= 778)
  340. h & updater;
  341. }
  342. template <typename Ptr>
  343. static bool compareByAdditionalInfo(const Ptr& a, const Ptr& b)
  344. {
  345. return a->additionalInfo < b->additionalInfo;
  346. }
  347. static bool NDays(const Bonus *hb)
  348. {
  349. return hb->duration & Bonus::N_DAYS;
  350. }
  351. static bool NTurns(const Bonus *hb)
  352. {
  353. return hb->duration & Bonus::N_TURNS;
  354. }
  355. static bool OneDay(const Bonus *hb)
  356. {
  357. return hb->duration & Bonus::ONE_DAY;
  358. }
  359. static bool OneWeek(const Bonus *hb)
  360. {
  361. return hb->duration & Bonus::ONE_WEEK;
  362. }
  363. static bool OneBattle(const Bonus *hb)
  364. {
  365. return hb->duration & Bonus::ONE_BATTLE;
  366. }
  367. static bool Permanent(const Bonus *hb)
  368. {
  369. return hb->duration & Bonus::PERMANENT;
  370. }
  371. static bool UntilGetsTurn(const Bonus *hb)
  372. {
  373. return hb->duration & Bonus::STACK_GETS_TURN;
  374. }
  375. static bool UntilAttack(const Bonus *hb)
  376. {
  377. return hb->duration & Bonus::UNTIL_ATTACK;
  378. }
  379. static bool UntilBeingAttacked(const Bonus *hb)
  380. {
  381. return hb->duration & Bonus::UNTIL_BEING_ATTACKED;
  382. }
  383. static bool UntilCommanderKilled(const Bonus *hb)
  384. {
  385. return hb->duration & Bonus::COMMANDER_KILLED;
  386. }
  387. inline bool operator == (const BonusType & cf) const
  388. {
  389. return type == cf;
  390. }
  391. inline void operator += (const ui32 Val) //no return
  392. {
  393. val += Val;
  394. }
  395. std::string Description() const;
  396. JsonNode toJsonNode() const;
  397. std::string nameForBonus() const; // generate suitable name for bonus - e.g. for storing in json struct
  398. std::shared_ptr<Bonus> addLimiter(TLimiterPtr Limiter); //returns this for convenient chain-calls
  399. std::shared_ptr<Bonus> addPropagator(TPropagatorPtr Propagator); //returns this for convenient chain-calls
  400. std::shared_ptr<Bonus> addUpdater(TUpdaterPtr Updater); //returns this for convenient chain-calls
  401. };
  402. DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
  403. class DLL_LINKAGE BonusList
  404. {
  405. public:
  406. typedef std::vector<std::shared_ptr<Bonus>> TInternalContainer;
  407. private:
  408. TInternalContainer bonuses;
  409. bool belongsToTree;
  410. void changed();
  411. public:
  412. typedef TInternalContainer::const_reference const_reference;
  413. typedef TInternalContainer::value_type value_type;
  414. typedef TInternalContainer::const_iterator const_iterator;
  415. typedef TInternalContainer::iterator iterator;
  416. BonusList(bool BelongsToTree = false);
  417. BonusList(const BonusList &bonusList);
  418. BonusList(BonusList && other);
  419. BonusList& operator=(const BonusList &bonusList);
  420. // wrapper functions of the STL vector container
  421. TInternalContainer::size_type size() const { return bonuses.size(); }
  422. void push_back(std::shared_ptr<Bonus> x);
  423. TInternalContainer::iterator erase (const int position);
  424. void clear();
  425. bool empty() const { return bonuses.empty(); }
  426. void resize(TInternalContainer::size_type sz, std::shared_ptr<Bonus> c = nullptr );
  427. std::shared_ptr<Bonus> &operator[] (TInternalContainer::size_type n) { return bonuses[n]; }
  428. const std::shared_ptr<Bonus> &operator[] (TInternalContainer::size_type n) const { return bonuses[n]; }
  429. std::shared_ptr<Bonus> &back() { return bonuses.back(); }
  430. std::shared_ptr<Bonus> &front() { return bonuses.front(); }
  431. const std::shared_ptr<Bonus> &back() const { return bonuses.back(); }
  432. const std::shared_ptr<Bonus> &front() const { return bonuses.front(); }
  433. // There should be no non-const access to provide solid,robust bonus caching
  434. TInternalContainer::const_iterator begin() const { return bonuses.begin(); }
  435. TInternalContainer::const_iterator end() const { return bonuses.end(); }
  436. TInternalContainer::size_type operator-=(std::shared_ptr<Bonus> const &i);
  437. // BonusList functions
  438. int totalValue() const;
  439. void getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  440. void getAllBonuses(BonusList &out) const;
  441. void getBonuses(BonusList & out, const CSelector &selector) const;
  442. //special find functions
  443. std::shared_ptr<Bonus> getFirst(const CSelector &select);
  444. const std::shared_ptr<Bonus> getFirst(const CSelector &select) const;
  445. int valOfBonuses(const CSelector &select) const;
  446. void eliminateDuplicates();
  447. // remove_if implementation for STL vector types
  448. template <class Predicate>
  449. void remove_if(Predicate pred)
  450. {
  451. BonusList newList;
  452. for (ui32 i = 0; i < bonuses.size(); i++)
  453. {
  454. auto b = bonuses[i];
  455. if (!pred(b.get()))
  456. newList.push_back(b);
  457. }
  458. bonuses.clear();
  459. bonuses.resize(newList.size());
  460. std::copy(newList.begin(), newList.end(), bonuses.begin());
  461. }
  462. template <class InputIterator>
  463. void insert(const int position, InputIterator first, InputIterator last);
  464. void insert(TInternalContainer::iterator position, TInternalContainer::size_type n, std::shared_ptr<Bonus> const &x);
  465. template <typename Handler>
  466. void serialize(Handler &h, const int version)
  467. {
  468. h & static_cast<TInternalContainer&>(bonuses);
  469. }
  470. // C++ for range support
  471. auto begin () -> decltype (bonuses.begin())
  472. {
  473. return bonuses.begin();
  474. }
  475. auto end () -> decltype (bonuses.end())
  476. {
  477. return bonuses.end();
  478. }
  479. };
  480. // Extensions for BOOST_FOREACH to enable iterating of BonusList objects
  481. // Don't touch/call this functions
  482. inline BonusList::iterator range_begin(BonusList & x)
  483. {
  484. return x.begin();
  485. }
  486. inline BonusList::iterator range_end(BonusList & x)
  487. {
  488. return x.end();
  489. }
  490. inline BonusList::const_iterator range_begin(BonusList const &x)
  491. {
  492. return x.begin();
  493. }
  494. inline BonusList::const_iterator range_end(BonusList const &x)
  495. {
  496. return x.end();
  497. }
  498. DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const BonusList &bonusList);
  499. class DLL_LINKAGE IPropagator
  500. {
  501. public:
  502. virtual ~IPropagator();
  503. virtual bool shouldBeAttached(CBonusSystemNode *dest);
  504. template <typename Handler> void serialize(Handler &h, const int version)
  505. {}
  506. };
  507. class DLL_LINKAGE CPropagatorNodeType : public IPropagator
  508. {
  509. int nodeType; //CBonusSystemNode::ENodeTypes
  510. public:
  511. CPropagatorNodeType();
  512. CPropagatorNodeType(int NodeType);
  513. bool shouldBeAttached(CBonusSystemNode *dest) override;
  514. template <typename Handler> void serialize(Handler &h, const int version)
  515. {
  516. h & nodeType;
  517. }
  518. };
  519. struct BonusLimitationContext
  520. {
  521. const std::shared_ptr<Bonus> b;
  522. const CBonusSystemNode &node;
  523. const BonusList &alreadyAccepted;
  524. };
  525. class DLL_LINKAGE ILimiter
  526. {
  527. public:
  528. enum EDecision {ACCEPT, DISCARD, NOT_SURE};
  529. virtual ~ILimiter();
  530. virtual int limit(const BonusLimitationContext &context) const; //0 - accept bonus; 1 - drop bonus; 2 - delay (drops eventually)
  531. virtual std::string toString() const;
  532. virtual JsonNode toJsonNode() const;
  533. template <typename Handler> void serialize(Handler &h, const int version)
  534. {
  535. }
  536. };
  537. class DLL_LINKAGE IBonusBearer
  538. {
  539. public:
  540. //new bonusing node interface
  541. // * selector is predicate that tests if HeroBonus matches our criteria
  542. // * root is node on which call was made (nullptr will be replaced with this)
  543. //interface
  544. virtual const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const = 0;
  545. int valOfBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
  546. bool hasBonus(const CSelector &selector, const std::string &cachingStr = "") const;
  547. bool hasBonus(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
  548. const TBonusListPtr getBonuses(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
  549. const TBonusListPtr getBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
  550. const std::shared_ptr<Bonus> getBonus(const CSelector &selector) const; //returns any bonus visible on node that matches (or nullptr if none matches)
  551. //legacy interface
  552. int valOfBonuses(Bonus::BonusType type, const CSelector &selector) const;
  553. int valOfBonuses(Bonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then anyt;
  554. bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
  555. bool hasBonusFrom(Bonus::BonusSource source, ui32 sourceID) const;
  556. //various hlp functions for non-trivial values
  557. //used for stacks and creatures only
  558. virtual int getMinDamage(bool ranged) const;
  559. virtual int getMaxDamage(bool ranged) const;
  560. virtual int getAttack(bool ranged) const;
  561. virtual int getDefence(bool ranged) const;
  562. int MoraleVal() const; //range [-3, +3]
  563. int LuckVal() const; //range [-3, +3]
  564. ui32 MaxHealth() const; //get max HP of stack with all modifiers
  565. bool isLiving() const; //non-undead, non-non living or alive
  566. virtual si32 magicResistance() const;
  567. ui32 Speed(int turn = 0, bool useBind = false) const; //get speed of creature with all modificators
  568. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  569. int getPrimSkillLevel(PrimarySkill::PrimarySkill id) const;
  570. virtual int64_t getTreeVersion() const = 0;
  571. };
  572. class DLL_LINKAGE CBonusSystemNode : public virtual IBonusBearer, public boost::noncopyable
  573. {
  574. public:
  575. enum ENodeTypes
  576. {
  577. UNKNOWN, STACK_INSTANCE, STACK_BATTLE, SPECIALTY, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO, PLAYER, TEAM,
  578. TOWN_AND_VISITOR, BATTLE, COMMANDER, GLOBAL_EFFECTS
  579. };
  580. private:
  581. BonusList bonuses; //wielded bonuses (local or up-propagated here)
  582. BonusList exportedBonuses; //bonuses coming from this node (wielded or propagated away)
  583. TNodesVector parents; //parents -> we inherit bonuses from them, we may attach our bonuses to them
  584. TNodesVector children;
  585. ENodeTypes nodeType;
  586. std::string description;
  587. static const bool cachingEnabled;
  588. mutable BonusList cachedBonuses;
  589. mutable int64_t cachedLast;
  590. static std::atomic<int32_t> treeChanged;
  591. // Setting a value to cachingStr before getting any bonuses caches the result for later requests.
  592. // This string needs to be unique, that's why it has to be setted in the following manner:
  593. // [property key]_[value] => only for selector
  594. mutable std::map<std::string, TBonusListPtr > cachedRequests;
  595. void getBonusesRec(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  596. void getAllBonusesRec(BonusList &out) const;
  597. const TBonusListPtr getAllBonusesWithoutCaching(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr) const;
  598. const std::shared_ptr<Bonus> update(const std::shared_ptr<Bonus> b) const;
  599. public:
  600. explicit CBonusSystemNode();
  601. explicit CBonusSystemNode(ENodeTypes NodeType);
  602. CBonusSystemNode(CBonusSystemNode && other);
  603. virtual ~CBonusSystemNode();
  604. void limitBonuses(const BonusList &allBonuses, BonusList &out) const; //out will bo populed with bonuses that are not limited here
  605. TBonusListPtr limitBonuses(const BonusList &allBonuses) const; //same as above, returns out by val for convienence
  606. const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const override;
  607. void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from),
  608. const std::shared_ptr<Bonus> getBonusLocalFirst(const CSelector &selector) const;
  609. //non-const interface
  610. void getParents(TNodes &out); //retrieves list of parent nodes (nodes to inherit bonuses from)
  611. void getRedParents(TNodes &out); //retrieves list of red parent nodes (nodes bonuses propagate from)
  612. void getRedAncestors(TNodes &out);
  613. void getRedChildren(TNodes &out);
  614. void getRedDescendants(TNodes &out);
  615. std::shared_ptr<Bonus> getBonusLocalFirst(const CSelector &selector);
  616. void attachTo(CBonusSystemNode *parent);
  617. void detachFrom(CBonusSystemNode *parent);
  618. void detachFromAll();
  619. virtual void addNewBonus(const std::shared_ptr<Bonus>& b);
  620. void accumulateBonus(const std::shared_ptr<Bonus>& b); //add value of bonus with same type/subtype or create new
  621. void newChildAttached(CBonusSystemNode *child);
  622. void childDetached(CBonusSystemNode *child);
  623. void propagateBonus(std::shared_ptr<Bonus> b);
  624. void unpropagateBonus(std::shared_ptr<Bonus> b);
  625. void removeBonus(const std::shared_ptr<Bonus>& b);
  626. void newRedDescendant(CBonusSystemNode *descendant); //propagation needed
  627. void removedRedDescendant(CBonusSystemNode *descendant); //de-propagation needed
  628. bool isIndependentNode() const; //node is independent when it has no parents nor children
  629. bool actsAsBonusSourceOnly() const;
  630. ///removes bonuses by selector
  631. void popBonuses(const CSelector &s);
  632. ///updates count of remaining turns and removes outdated bonuses by selector
  633. void reduceBonusDurations(const CSelector &s);
  634. virtual std::string bonusToString(const std::shared_ptr<Bonus>& bonus, bool description) const {return "";}; //description or bonus name
  635. virtual std::string nodeName() const;
  636. void deserializationFix();
  637. void exportBonus(std::shared_ptr<Bonus> b);
  638. void exportBonuses();
  639. const BonusList &getBonusList() const;
  640. BonusList &getExportedBonusList();
  641. CBonusSystemNode::ENodeTypes getNodeType() const;
  642. void setNodeType(CBonusSystemNode::ENodeTypes type);
  643. const TNodesVector &getParentNodes() const;
  644. const TNodesVector &getChildrenNodes() const;
  645. const std::string &getDescription() const;
  646. void setDescription(const std::string &description);
  647. static void treeHasChanged();
  648. int64_t getTreeVersion() const override;
  649. template <typename Handler> void serialize(Handler &h, const int version)
  650. {
  651. // h & bonuses;
  652. h & nodeType;
  653. h & exportedBonuses;
  654. h & description;
  655. BONUS_TREE_DESERIALIZATION_FIX
  656. //h & parents & children;
  657. }
  658. friend class CBonusProxy;
  659. };
  660. namespace NBonus
  661. {
  662. //set of methods that may be safely called with nullptr objs
  663. DLL_LINKAGE int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any
  664. DLL_LINKAGE bool hasOfType(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1);//determines if hero has a bonus of given type (and optionally subtype)
  665. }
  666. template<typename T>
  667. class CSelectFieldEqual
  668. {
  669. T Bonus::*ptr;
  670. public:
  671. CSelectFieldEqual(T Bonus::*Ptr)
  672. : ptr(Ptr)
  673. {
  674. }
  675. CSelector operator()(const T &valueToCompareAgainst) const
  676. {
  677. auto ptr2 = ptr; //We need a COPY because we don't want to reference this (might be outlived by lambda)
  678. return [ptr2, valueToCompareAgainst](const Bonus *bonus) { return bonus->*ptr2 == valueToCompareAgainst; };
  679. }
  680. };
  681. template<typename T> //can be same, needed for subtype field
  682. class CSelectFieldEqualOrEvery
  683. {
  684. T Bonus::*ptr;
  685. T val;
  686. public:
  687. CSelectFieldEqualOrEvery(T Bonus::*Ptr, const T &Val)
  688. : ptr(Ptr), val(Val)
  689. {
  690. }
  691. bool operator()(const Bonus *bonus) const
  692. {
  693. return (bonus->*ptr == val) || (bonus->*ptr == static_cast<T>(Bonus::EVERY_TYPE));
  694. }
  695. CSelectFieldEqualOrEvery& operator()(const T &setVal)
  696. {
  697. val = setVal;
  698. return *this;
  699. }
  700. };
  701. class DLL_LINKAGE CWillLastTurns
  702. {
  703. public:
  704. int turnsRequested;
  705. bool operator()(const Bonus *bonus) const
  706. {
  707. return turnsRequested <= 0 //every present effect will last zero (or "less") turns
  708. || !Bonus::NTurns(bonus) //so do every not expriing after N-turns effect
  709. || bonus->turnsRemain > turnsRequested;
  710. }
  711. CWillLastTurns& operator()(const int &setVal)
  712. {
  713. turnsRequested = setVal;
  714. return *this;
  715. }
  716. };
  717. class DLL_LINKAGE CWillLastDays
  718. {
  719. public:
  720. int daysRequested;
  721. bool operator()(const Bonus *bonus) const
  722. {
  723. if(daysRequested <= 0 || Bonus::Permanent(bonus) || Bonus::OneBattle(bonus))
  724. return true;
  725. else if(Bonus::OneDay(bonus))
  726. return false;
  727. else if(Bonus::NDays(bonus) || Bonus::OneWeek(bonus))
  728. {
  729. return bonus->turnsRemain > daysRequested;
  730. }
  731. return false; // TODO: ONE_WEEK need support for turnsRemain, but for now we'll exclude all unhandled durations
  732. }
  733. CWillLastDays& operator()(const int &setVal)
  734. {
  735. daysRequested = setVal;
  736. return *this;
  737. }
  738. };
  739. //Stores multiple limiters. If any of them fails -> bonus is dropped.
  740. class DLL_LINKAGE LimiterList : public ILimiter
  741. {
  742. std::vector<TLimiterPtr> limiters;
  743. public:
  744. int limit(const BonusLimitationContext &context) const override;
  745. void add(TLimiterPtr limiter);
  746. };
  747. class DLL_LINKAGE CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
  748. {
  749. public:
  750. const CCreature *creature;
  751. bool includeUpgrades;
  752. CCreatureTypeLimiter();
  753. CCreatureTypeLimiter(const CCreature &Creature, bool IncludeUpgrades = true);
  754. void setCreature (CreatureID id);
  755. int limit(const BonusLimitationContext &context) const override;
  756. virtual std::string toString() const override;
  757. virtual JsonNode toJsonNode() const override;
  758. template <typename Handler> void serialize(Handler &h, const int version)
  759. {
  760. h & static_cast<ILimiter&>(*this);
  761. h & creature;
  762. h & includeUpgrades;
  763. }
  764. };
  765. class DLL_LINKAGE HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
  766. {
  767. public:
  768. Bonus::BonusType type;
  769. TBonusSubtype subtype;
  770. bool isSubtypeRelevant; //check for subtype only if this is true
  771. HasAnotherBonusLimiter(Bonus::BonusType bonus = Bonus::NONE);
  772. HasAnotherBonusLimiter(Bonus::BonusType bonus, TBonusSubtype _subtype);
  773. int limit(const BonusLimitationContext &context) const override;
  774. template <typename Handler> void serialize(Handler &h, const int version)
  775. {
  776. h & static_cast<ILimiter&>(*this);
  777. h & type;
  778. h & subtype;
  779. h & isSubtypeRelevant;
  780. }
  781. };
  782. class DLL_LINKAGE CreatureNativeTerrainLimiter : public ILimiter //applies only to creatures that are on their native terrain
  783. {
  784. public:
  785. int terrainType;
  786. CreatureNativeTerrainLimiter();
  787. CreatureNativeTerrainLimiter(int TerrainType);
  788. int limit(const BonusLimitationContext &context) const override;
  789. template <typename Handler> void serialize(Handler &h, const int version)
  790. {
  791. h & static_cast<ILimiter&>(*this);
  792. h & terrainType;
  793. }
  794. };
  795. class DLL_LINKAGE CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction
  796. {
  797. public:
  798. si8 faction;
  799. CreatureFactionLimiter();
  800. CreatureFactionLimiter(int TerrainType);
  801. int limit(const BonusLimitationContext &context) const override;
  802. template <typename Handler> void serialize(Handler &h, const int version)
  803. {
  804. h & static_cast<ILimiter&>(*this);
  805. h & faction;
  806. }
  807. };
  808. class DLL_LINKAGE CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment
  809. {
  810. public:
  811. si8 alignment;
  812. CreatureAlignmentLimiter();
  813. CreatureAlignmentLimiter(si8 Alignment);
  814. int limit(const BonusLimitationContext &context) const override;
  815. template <typename Handler> void serialize(Handler &h, const int version)
  816. {
  817. h & static_cast<ILimiter&>(*this);
  818. h & alignment;
  819. }
  820. };
  821. class DLL_LINKAGE StackOwnerLimiter : public ILimiter //applies only to creatures of given alignment
  822. {
  823. public:
  824. PlayerColor owner;
  825. StackOwnerLimiter();
  826. StackOwnerLimiter(PlayerColor Owner);
  827. int limit(const BonusLimitationContext &context) const override;
  828. template <typename Handler> void serialize(Handler &h, const int version)
  829. {
  830. h & static_cast<ILimiter&>(*this);
  831. h & owner;
  832. }
  833. };
  834. class DLL_LINKAGE RankRangeLimiter : public ILimiter //applies to creatures with min <= Rank <= max
  835. {
  836. public:
  837. ui8 minRank, maxRank;
  838. RankRangeLimiter();
  839. RankRangeLimiter(ui8 Min, ui8 Max = 255);
  840. int limit(const BonusLimitationContext &context) const override;
  841. template <typename Handler> void serialize(Handler &h, const int version)
  842. {
  843. h & static_cast<ILimiter&>(*this);
  844. h & minRank;
  845. h & maxRank;
  846. }
  847. };
  848. namespace Selector
  849. {
  850. extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusType> type;
  851. extern DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> subtype;
  852. extern DLL_LINKAGE CSelectFieldEqual<si32> info;
  853. extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> sourceType;
  854. extern DLL_LINKAGE CSelectFieldEqual<Bonus::LimitEffect> effectRange;
  855. extern DLL_LINKAGE CWillLastTurns turns;
  856. extern DLL_LINKAGE CWillLastDays days;
  857. CSelector DLL_LINKAGE typeSubtype(Bonus::BonusType Type, TBonusSubtype Subtype);
  858. CSelector DLL_LINKAGE typeSubtypeInfo(Bonus::BonusType type, TBonusSubtype subtype, si32 info);
  859. CSelector DLL_LINKAGE source(Bonus::BonusSource source, ui32 sourceID);
  860. CSelector DLL_LINKAGE sourceTypeSel(Bonus::BonusSource source);
  861. CSelector DLL_LINKAGE valueType(Bonus::ValueType valType);
  862. /**
  863. * Selects all bonuses
  864. * Usage example: Selector::all.And(<functor>).And(<functor>)...)
  865. */
  866. extern DLL_LINKAGE CSelector all;
  867. /**
  868. * Selects nothing
  869. * Usage example: Selector::none.Or(<functor>).Or(<functor>)...)
  870. */
  871. extern DLL_LINKAGE CSelector none;
  872. bool DLL_LINKAGE matchesType(const CSelector &sel, Bonus::BonusType type);
  873. bool DLL_LINKAGE matchesTypeSubtype(const CSelector &sel, Bonus::BonusType type, TBonusSubtype subtype);
  874. }
  875. extern DLL_LINKAGE const std::map<std::string, Bonus::BonusType> bonusNameMap;
  876. extern DLL_LINKAGE const std::map<std::string, Bonus::ValueType> bonusValueMap;
  877. extern DLL_LINKAGE const std::map<std::string, Bonus::BonusSource> bonusSourceMap;
  878. extern DLL_LINKAGE const std::map<std::string, ui16> bonusDurationMap;
  879. extern DLL_LINKAGE const std::map<std::string, Bonus::LimitEffect> bonusLimitEffect;
  880. extern DLL_LINKAGE const std::map<std::string, TLimiterPtr> bonusLimiterMap;
  881. extern DLL_LINKAGE const std::map<std::string, TPropagatorPtr> bonusPropagatorMap;
  882. // BonusList template that requires full interface of CBonusSystemNode
  883. template <class InputIterator>
  884. void BonusList::insert(const int position, InputIterator first, InputIterator last)
  885. {
  886. bonuses.insert(bonuses.begin() + position, first, last);
  887. changed();
  888. }
  889. // observers for updating bonuses based on certain events (e.g. hero gaining level)
  890. class DLL_LINKAGE IUpdater
  891. {
  892. public:
  893. virtual ~IUpdater();
  894. virtual const std::shared_ptr<Bonus> update(const std::shared_ptr<Bonus> b, const CBonusSystemNode & context) const = 0;
  895. virtual std::string toString() const;
  896. virtual JsonNode toJsonNode() const = 0;
  897. template <typename Handler> void serialize(Handler &h, const int version)
  898. {
  899. }
  900. };
  901. class DLL_LINKAGE ScalingUpdater : public IUpdater
  902. {
  903. public:
  904. int valPer20;
  905. int stepSize;
  906. ScalingUpdater();
  907. ScalingUpdater(int valPer20, int stepSize = 1);
  908. template <typename Handler> void serialize(Handler &h, const int version)
  909. {
  910. h & static_cast<IUpdater &>(*this);
  911. h & valPer20;
  912. h & stepSize;
  913. }
  914. const std::shared_ptr<Bonus> update(const std::shared_ptr<Bonus> b, const CBonusSystemNode & context) const override;
  915. virtual std::string toString() const override;
  916. virtual JsonNode toJsonNode() const override;
  917. };