BasicTypes.cpp 6.5 KB

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  1. /*
  2. * BasicTypes.cpp, 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. #include "StdInc.h"
  11. #include "VCMI_Lib.h"
  12. #include "GameConstants.h"
  13. #include "GameSettings.h"
  14. #include "bonuses/BonusList.h"
  15. #include "bonuses/Bonus.h"
  16. #include "bonuses/IBonusBearer.h"
  17. #include <vcmi/Creature.h>
  18. #include <vcmi/Faction.h>
  19. #include <vcmi/FactionMember.h>
  20. #include <vcmi/FactionService.h>
  21. VCMI_LIB_NAMESPACE_BEGIN
  22. bool INativeTerrainProvider::isNativeTerrain(TerrainId terrain) const
  23. {
  24. auto native = getNativeTerrain();
  25. return native == terrain || native == ETerrainId::ANY_TERRAIN;
  26. }
  27. TerrainId AFactionMember::getNativeTerrain() const
  28. {
  29. constexpr auto any = TerrainId(ETerrainId::ANY_TERRAIN);
  30. const std::string cachingStringNoTerrainPenalty = "type_NO_TERRAIN_PENALTY_sANY";
  31. static const auto selectorNoTerrainPenalty = Selector::typeSubtype(BonusType::NO_TERRAIN_PENALTY, any);
  32. //this code is used in the CreatureTerrainLimiter::limit to setup battle bonuses
  33. //and in the CGHeroInstance::getNativeTerrain() to setup movement bonuses or/and penalties.
  34. return getBonusBearer()->hasBonus(selectorNoTerrainPenalty, cachingStringNoTerrainPenalty)
  35. ? any : VLC->factions()->getById(getFaction())->getNativeTerrain();
  36. }
  37. int32_t AFactionMember::magicResistance() const
  38. {
  39. si32 val = getBonusBearer()->valOfBonuses(Selector::type()(BonusType::MAGIC_RESISTANCE));
  40. vstd::amin (val, 100);
  41. return val;
  42. }
  43. int AFactionMember::getAttack(bool ranged) const
  44. {
  45. const std::string cachingStr = "type_PRIMARY_SKILLs_ATTACK";
  46. static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::ATTACK);
  47. return getBonusBearer()->valOfBonuses(selector, cachingStr);
  48. }
  49. int AFactionMember::getDefense(bool ranged) const
  50. {
  51. const std::string cachingStr = "type_PRIMARY_SKILLs_DEFENSE";
  52. static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE);
  53. return getBonusBearer()->valOfBonuses(selector, cachingStr);
  54. }
  55. int AFactionMember::getMinDamage(bool ranged) const
  56. {
  57. const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_1";
  58. static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 1));
  59. return getBonusBearer()->valOfBonuses(selector, cachingStr);
  60. }
  61. int AFactionMember::getMaxDamage(bool ranged) const
  62. {
  63. const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_2";
  64. static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 2));
  65. return getBonusBearer()->valOfBonuses(selector, cachingStr);
  66. }
  67. int AFactionMember::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
  68. {
  69. static const CSelector selectorAllSkills = Selector::type()(BonusType::PRIMARY_SKILL);
  70. static const std::string keyAllSkills = "type_PRIMARY_SKILL";
  71. auto allSkills = getBonusBearer()->getBonuses(selectorAllSkills, keyAllSkills);
  72. auto ret = allSkills->valOfBonuses(Selector::subtype()(id));
  73. auto minSkillValue = (id == PrimarySkill::SPELL_POWER || id == PrimarySkill::KNOWLEDGE) ? 1 : 0;
  74. return std::max(ret, minSkillValue); //otherwise, some artifacts may cause negative skill value effect, sp=0 works in old saves
  75. }
  76. int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
  77. {
  78. static const auto unaffectedByMoraleSelector = Selector::type()(BonusType::NON_LIVING).Or(Selector::type()(BonusType::UNDEAD))
  79. .Or(Selector::type()(BonusType::SIEGE_WEAPON)).Or(Selector::type()(BonusType::NO_MORALE));
  80. static const std::string cachingStrUn = "AFactionMember::unaffectedByMoraleSelector";
  81. auto unaffected = getBonusBearer()->hasBonus(unaffectedByMoraleSelector, cachingStrUn);
  82. if(unaffected)
  83. {
  84. if(bonusList && !bonusList->empty())
  85. bonusList = std::make_shared<const BonusList>();
  86. return 0;
  87. }
  88. static const auto moraleSelector = Selector::type()(BonusType::MORALE);
  89. static const std::string cachingStrMor = "type_MORALE";
  90. bonusList = getBonusBearer()->getBonuses(moraleSelector, cachingStrMor);
  91. int32_t maxGoodMorale = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE).size();
  92. int32_t maxBadMorale = -VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE).size();
  93. return std::clamp(bonusList->totalValue(), maxBadMorale, maxGoodMorale);
  94. }
  95. int AFactionMember::luckValAndBonusList(TConstBonusListPtr & bonusList) const
  96. {
  97. if(getBonusBearer()->hasBonusOfType(BonusType::NO_LUCK))
  98. {
  99. if(bonusList && !bonusList->empty())
  100. bonusList = std::make_shared<const BonusList>();
  101. return 0;
  102. }
  103. static const auto luckSelector = Selector::type()(BonusType::LUCK);
  104. static const std::string cachingStrLuck = "type_LUCK";
  105. bonusList = getBonusBearer()->getBonuses(luckSelector, cachingStrLuck);
  106. int32_t maxGoodLuck = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE).size();
  107. int32_t maxBadLuck = -VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE).size();
  108. return std::clamp(bonusList->totalValue(), maxBadLuck, maxGoodLuck);
  109. }
  110. int AFactionMember::moraleVal() const
  111. {
  112. TConstBonusListPtr tmp = nullptr;
  113. return moraleValAndBonusList(tmp);
  114. }
  115. int AFactionMember::luckVal() const
  116. {
  117. TConstBonusListPtr tmp = nullptr;
  118. return luckValAndBonusList(tmp);
  119. }
  120. ui32 ACreature::getMaxHealth() const
  121. {
  122. const std::string cachingStr = "type_STACK_HEALTH";
  123. static const auto selector = Selector::type()(BonusType::STACK_HEALTH);
  124. auto value = getBonusBearer()->valOfBonuses(selector, cachingStr);
  125. return std::max(1, value); //never 0
  126. }
  127. ui32 ACreature::speed(int turn, bool useBind) const
  128. {
  129. //war machines cannot move
  130. if(getBonusBearer()->hasBonus(Selector::type()(BonusType::SIEGE_WEAPON).And(Selector::turns(turn))))
  131. {
  132. return 0;
  133. }
  134. //bind effect check - doesn't influence stack initiative
  135. if(useBind && getBonusBearer()->hasBonus(Selector::type()(BonusType::BIND_EFFECT).And(Selector::turns(turn))))
  136. {
  137. return 0;
  138. }
  139. return getBonusBearer()->valOfBonuses(Selector::type()(BonusType::STACKS_SPEED).And(Selector::turns(turn)));
  140. }
  141. bool ACreature::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation
  142. {
  143. static const std::string cachingStr = "ACreature::isLiving";
  144. static const CSelector selector = Selector::type()(BonusType::UNDEAD)
  145. .Or(Selector::type()(BonusType::NON_LIVING))
  146. .Or(Selector::type()(BonusType::GARGOYLE))
  147. .Or(Selector::type()(BonusType::SIEGE_WEAPON));
  148. return !getBonusBearer()->hasBonus(selector, cachingStr);
  149. }
  150. VCMI_LIB_NAMESPACE_END