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							- /*
 
-  * BonusCache.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 "BonusCache.h"
 
- #include "IBonusBearer.h"
 
- #include "BonusSelector.h"
 
- #include "BonusList.h"
 
- #include "../GameLibrary.h"
 
- #include "../IGameSettings.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- int BonusCacheBase::getBonusValueImpl(BonusCacheEntry & currentValue, const CSelector & selector, BonusCacheMode mode) const
 
- {
 
- 	if (target->getTreeVersion() == currentValue.version)
 
- 	{
 
- 		return currentValue.value;
 
- 	}
 
- 	else
 
- 	{
 
- 		// NOTE: following code theoretically can fail if bonus tree was changed by another thread between two following lines
 
- 		// However, this situation should not be possible - gamestate modification should only happen in single-treaded mode with locked gamestate mutex
 
- 		int newValue;
 
- 		if (mode == BonusCacheMode::VALUE)
 
- 			newValue = target->valOfBonuses(selector);
 
- 		else
 
- 			newValue = target->hasBonus(selector);
 
- 		currentValue.value = newValue;
 
- 		currentValue.version = target->getTreeVersion();
 
- 		return newValue;
 
- 	}
 
- }
 
- BonusValueCache::BonusValueCache(const IBonusBearer * target, const CSelector & selector)
 
- 	:BonusCacheBase(target),selector(selector)
 
- {}
 
- int BonusValueCache::getValue() const
 
- {
 
- 	return getBonusValueImpl(value, selector, BonusCacheMode::VALUE);
 
- }
 
- bool BonusValueCache::hasBonus() const
 
- {
 
- 	return getBonusValueImpl(value, selector, BonusCacheMode::PRESENCE);
 
- }
 
- MagicSchoolMasteryCache::MagicSchoolMasteryCache(const IBonusBearer * target)
 
- 	:target(target)
 
- {}
 
- void MagicSchoolMasteryCache::update() const
 
- {
 
- 	static const CSelector allBonusesSelector = Selector::type()(BonusType::MAGIC_SCHOOL_SKILL);
 
- 	static const std::array schoolsSelector = {
 
- 		Selector::subtype()(SpellSchool::ANY),
 
- 		Selector::subtype()(SpellSchool::AIR),
 
- 		Selector::subtype()(SpellSchool::FIRE),
 
- 		Selector::subtype()(SpellSchool::WATER),
 
- 		Selector::subtype()(SpellSchool::EARTH),
 
- 	};
 
- 	auto list = target->getBonuses(allBonusesSelector);
 
- 	for (int i = 0; i < schoolsSelector.size(); ++i)
 
- 		schools[i] = list->valOfBonuses(schoolsSelector[i]);
 
- 	version = target->getTreeVersion();
 
- }
 
- int32_t MagicSchoolMasteryCache::getMastery(const SpellSchool & school) const
 
- {
 
- 	if (target->getTreeVersion() != version)
 
- 		update();
 
- 	return schools[school.num + 1];
 
- }
 
- PrimarySkillsCache::PrimarySkillsCache(const IBonusBearer * target)
 
- 	:target(target)
 
- {}
 
- void PrimarySkillsCache::update() const
 
- {
 
- 	static const CSelector primarySkillsSelector = Selector::type()(BonusType::PRIMARY_SKILL);
 
- 	static const CSelector attackSelector = Selector::subtype()(PrimarySkill::ATTACK);
 
- 	static const CSelector defenceSelector = Selector::subtype()(PrimarySkill::DEFENSE);
 
- 	static const CSelector spellPowerSelector = Selector::subtype()(PrimarySkill::SPELL_POWER);
 
- 	static const CSelector knowledgeSelector = Selector::subtype()(PrimarySkill::KNOWLEDGE);
 
- 	std::array<int, 4> minValues = {
 
- 		LIBRARY->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, PrimarySkill::ATTACK),
 
- 		LIBRARY->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, PrimarySkill::DEFENSE),
 
- 		LIBRARY->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, PrimarySkill::SPELL_POWER),
 
- 		LIBRARY->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, PrimarySkill::KNOWLEDGE)
 
- 	};
 
- 	auto list = target->getBonuses(primarySkillsSelector);
 
- 	skills[PrimarySkill::ATTACK] = std::max(minValues[PrimarySkill::ATTACK], list->valOfBonuses(attackSelector));
 
- 	skills[PrimarySkill::DEFENSE] = std::max(minValues[PrimarySkill::DEFENSE], list->valOfBonuses(defenceSelector));
 
- 	skills[PrimarySkill::SPELL_POWER] = std::max(minValues[PrimarySkill::SPELL_POWER], list->valOfBonuses(spellPowerSelector));
 
- 	skills[PrimarySkill::KNOWLEDGE] = std::max(minValues[PrimarySkill::KNOWLEDGE], list->valOfBonuses(knowledgeSelector));
 
- 	version = target->getTreeVersion();
 
- }
 
- const std::array<std::atomic<int32_t>, 4> & PrimarySkillsCache::getSkills() const
 
- {
 
- 	if (target->getTreeVersion() != version)
 
- 		update();
 
- 	return skills;
 
- }
 
- int BonusCachePerTurn::getValueUncached(int turns) const
 
- {
 
- 	std::lock_guard lock(bonusListMutex);
 
- 	int nodeTreeVersion = target->getTreeVersion();
 
- 	if (bonusListVersion != nodeTreeVersion)
 
- 	{
 
- 		bonusList = target->getBonuses(selector);
 
- 		bonusListVersion = nodeTreeVersion;
 
- 	}
 
- 	if (mode == BonusCacheMode::VALUE)
 
- 	{
 
- 		if (turns != 0)
 
- 			return bonusList->valOfBonuses(Selector::turns(turns));
 
- 		else
 
- 			return bonusList->totalValue();
 
- 	}
 
- 	else
 
- 	{
 
- 		if (turns != 0)
 
- 			return bonusList->getFirst(Selector::turns(turns)) != nullptr;
 
- 		else
 
- 			return !bonusList->empty();
 
- 	}
 
- }
 
- int BonusCachePerTurn::getValue(int turns) const
 
- {
 
- 	int nodeTreeVersion = target->getTreeVersion();
 
- 	if (turns < cachedTurns)
 
- 	{
 
- 		auto & entry = cache[turns];
 
- 		if (entry.version == nodeTreeVersion)
 
- 		{
 
- 			// best case: value is in cache and up-to-date
 
- 			return entry.value;
 
- 		}
 
- 		else
 
- 		{
 
- 			// else - compute value and update it in the cache
 
- 			int newValue = getValueUncached(turns);
 
- 			entry.value = newValue;
 
- 			entry.version = nodeTreeVersion;
 
- 			return newValue;
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		// non-cacheable value - compute and return (should be 0 / close to 0 calls)
 
- 		return getValueUncached(turns);
 
- 	}
 
- }
 
- const UnitBonusValuesProxy::SelectorsArray * UnitBonusValuesProxy::generateSelectors()
 
- {
 
- 	static const CSelector additionalAttack = Selector::type()(BonusType::ADDITIONAL_ATTACK);
 
- 	static const CSelector selectorMelee = Selector::effectRange()(BonusLimitEffect::NO_LIMIT).Or(Selector::effectRange()(BonusLimitEffect::ONLY_MELEE_FIGHT));
 
- 	static const CSelector selectorRanged = Selector::effectRange()(BonusLimitEffect::NO_LIMIT).Or(Selector::effectRange()(BonusLimitEffect::ONLY_DISTANCE_FIGHT));
 
- 	static const CSelector minDamage = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageMin));
 
- 	static const CSelector maxDamage = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageMax));
 
- 	static const CSelector attack = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::ATTACK));
 
- 	static const CSelector defence = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::DEFENSE));
 
- 	static const UnitBonusValuesProxy::SelectorsArray selectors = {
 
- 		additionalAttack.And(selectorMelee), //TOTAL_ATTACKS_MELEE,
 
- 		additionalAttack.And(selectorRanged), //TOTAL_ATTACKS_RANGED,
 
- 		minDamage.And(selectorMelee), //MIN_DAMAGE_MELEE,
 
- 		minDamage.And(selectorRanged), //MIN_DAMAGE_RANGED,
 
- 		maxDamage.And(selectorMelee), //MAX_DAMAGE_MELEE,
 
- 		maxDamage.And(selectorRanged), //MAX_DAMAGE_RANGED,
 
- 		attack.And(selectorMelee),//ATTACK_MELEE,
 
- 		attack.And(selectorRanged),//ATTACK_RANGED,
 
- 		defence.And(selectorMelee),//DEFENCE_MELEE,
 
- 		defence.And(selectorRanged),//DEFENCE_RANGED,
 
- 		Selector::type()(BonusType::IN_FRENZY),//IN_FRENZY,
 
- 		Selector::type()(BonusType::HYPNOTIZED),//HYPNOTIZED,
 
- 		Selector::type()(BonusType::FORGETFULL),//FORGETFULL,
 
- 		Selector::type()(BonusType::FREE_SHOOTING).Or(Selector::type()(BonusType::SIEGE_WEAPON)),//HAS_FREE_SHOOTING,
 
- 		Selector::type()(BonusType::STACK_HEALTH),//STACK_HEALTH,
 
- 		Selector::type()(BonusType::INVINCIBLE),//INVINCIBLE,
 
- 		Selector::type()(BonusType::NONE).And(Selector::source(BonusSource::SPELL_EFFECT, BonusSourceID(SpellID(SpellID::CLONE))))
 
- 	};
 
- 	return &selectors;
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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