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							- /*
 
-  * BasicTypes.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 "VCMI_Lib.h"
 
- #include "GameConstants.h"
 
- #include "IGameSettings.h"
 
- #include "bonuses/BonusList.h"
 
- #include "bonuses/Bonus.h"
 
- #include "bonuses/IBonusBearer.h"
 
- #include <vcmi/Creature.h>
 
- #include <vcmi/Faction.h>
 
- #include <vcmi/FactionMember.h>
 
- #include <vcmi/FactionService.h>
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- bool INativeTerrainProvider::isNativeTerrain(TerrainId terrain) const
 
- {
 
- 	auto native = getNativeTerrain();
 
- 	return native == terrain || native == ETerrainId::ANY_TERRAIN;
 
- }
 
- TerrainId AFactionMember::getNativeTerrain() const
 
- {
 
- 	const std::string cachingStringNoTerrainPenalty = "type_TERRAIN_NATIVE_NONE";
 
- 	static const auto selectorNoTerrainPenalty = Selector::typeSubtype(BonusType::TERRAIN_NATIVE, BonusSubtypeID());
 
- 	//this code is used in the CreatureTerrainLimiter::limit to setup battle bonuses
 
- 	//and in the CGHeroInstance::getNativeTerrain() to setup movement bonuses or/and penalties.
 
- 	return getBonusBearer()->hasBonus(selectorNoTerrainPenalty, cachingStringNoTerrainPenalty)
 
- 			 ? TerrainId::ANY_TERRAIN : getFactionID().toEntity(VLC)->getNativeTerrain();
 
- }
 
- int32_t AFactionMember::magicResistance() const
 
- {
 
- 	si32 val = getBonusBearer()->valOfBonuses(Selector::type()(BonusType::MAGIC_RESISTANCE));
 
- 	vstd::amin (val, 100);
 
- 	return val;
 
- }
 
- int AFactionMember::getAttack(bool ranged) const
 
- {
 
- 	const std::string cachingStr = "type_PRIMARY_SKILLs_ATTACK";
 
- 	static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::ATTACK));
 
- 	return getBonusBearer()->valOfBonuses(selector, cachingStr);
 
- }
 
- int AFactionMember::getDefense(bool ranged) const
 
- {
 
- 	const std::string cachingStr = "type_PRIMARY_SKILLs_DEFENSE";
 
- 	static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::DEFENSE));
 
- 	return getBonusBearer()->valOfBonuses(selector, cachingStr);
 
- }
 
- int AFactionMember::getMinDamage(bool ranged) const
 
- {
 
- 	const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_1";
 
- 	static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageMin));
 
- 	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(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageMax));
 
- 	return getBonusBearer()->valOfBonuses(selector, cachingStr);
 
- }
 
- int AFactionMember::getPrimSkillLevel(PrimarySkill id) const
 
- {
 
- 	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()(BonusSubtypeID(id)));
 
- 	auto minSkillValue = VLC->engineSettings()->getVector(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS)[id.getNum()];
 
- 	return std::max(ret, minSkillValue); //otherwise, some artifacts may cause negative skill value effect, sp=0 works in old saves
 
- }
 
- int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
 
- {
 
- 	int32_t maxGoodMorale = VLC->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE).size();
 
- 	int32_t maxBadMorale = - (int32_t) VLC->engineSettings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE).size();
 
- 	if(getBonusBearer()->hasBonusOfType(BonusType::MAX_MORALE))
 
- 	{
 
- 		if(bonusList && !bonusList->empty())
 
- 			bonusList = std::make_shared<const BonusList>();
 
- 		return maxGoodMorale;
 
- 	}
 
- 	static const auto unaffectedByMoraleSelector = Selector::type()(BonusType::NON_LIVING).Or(Selector::type()(BonusType::MECHANICAL)).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);
 
- 	if(unaffected)
 
- 	{
 
- 		if(bonusList && !bonusList->empty())
 
- 			bonusList = std::make_shared<const BonusList>();
 
- 		return 0;
 
- 	}
 
- 	static const auto moraleSelector = Selector::type()(BonusType::MORALE);
 
- 	static const std::string cachingStrMor = "type_MORALE";
 
- 	bonusList = getBonusBearer()->getBonuses(moraleSelector, cachingStrMor);
 
- 	return std::clamp(bonusList->totalValue(), maxBadMorale, maxGoodMorale);
 
- }
 
- int AFactionMember::luckValAndBonusList(TConstBonusListPtr & bonusList) const
 
- {
 
- 	int32_t maxGoodLuck = VLC->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE).size();
 
- 	int32_t maxBadLuck = - (int32_t) VLC->engineSettings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE).size();
 
- 	if(getBonusBearer()->hasBonusOfType(BonusType::MAX_LUCK))
 
- 	{
 
- 		if(bonusList && !bonusList->empty())
 
- 			bonusList = std::make_shared<const BonusList>();
 
- 		return maxGoodLuck;
 
- 	}
 
- 	if(getBonusBearer()->hasBonusOfType(BonusType::NO_LUCK))
 
- 	{
 
- 		if(bonusList && !bonusList->empty())
 
- 			bonusList = std::make_shared<const BonusList>();
 
- 		return 0;
 
- 	}
 
- 	static const auto luckSelector = Selector::type()(BonusType::LUCK);
 
- 	static const std::string cachingStrLuck = "type_LUCK";
 
- 	bonusList = getBonusBearer()->getBonuses(luckSelector, cachingStrLuck);
 
- 	return std::clamp(bonusList->totalValue(), maxBadLuck, maxGoodLuck);
 
- }
 
- int AFactionMember::moraleVal() const
 
- {
 
- 	TConstBonusListPtr tmp = nullptr;
 
- 	return moraleValAndBonusList(tmp);
 
- }
 
- int AFactionMember::luckVal() const
 
- {
 
- 	TConstBonusListPtr tmp = nullptr;
 
- 	return luckValAndBonusList(tmp);
 
- }
 
- ui32 ACreature::getMaxHealth() const
 
- {
 
- 	const std::string cachingStr = "type_STACK_HEALTH";
 
- 	static const auto selector = Selector::type()(BonusType::STACK_HEALTH);
 
- 	auto value = getBonusBearer()->valOfBonuses(selector, cachingStr);
 
- 	return std::max(1, value); //never 0
 
- }
 
- ui32 ACreature::getMovementRange(int turn) const
 
- {
 
- 	//war machines cannot move
 
- 	if(getBonusBearer()->hasBonus(Selector::type()(BonusType::SIEGE_WEAPON).And(Selector::turns(turn))))
 
- 	{
 
- 		return 0;
 
- 	}
 
- 	if(getBonusBearer()->hasBonus(Selector::type()(BonusType::BIND_EFFECT).And(Selector::turns(turn))))
 
- 	{
 
- 		return 0;
 
- 	}
 
- 	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()(BonusType::UNDEAD)
 
- 		.Or(Selector::type()(BonusType::NON_LIVING))
 
- 		.Or(Selector::type()(BonusType::MECHANICAL))
 
- 		.Or(Selector::type()(BonusType::GARGOYLE))
 
- 		.Or(Selector::type()(BonusType::SIEGE_WEAPON));
 
- 	return !getBonusBearer()->hasBonus(selector, cachingStr);
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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