BasicTypes.cpp 6.0 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 "bonuses/HeroBonus.h"
  14. #include "bonuses/IBonusBearer.h"
  15. #include <vcmi/Creature.h>
  16. #include <vcmi/Faction.h>
  17. #include <vcmi/FactionMember.h>
  18. #include <vcmi/FactionService.h>
  19. VCMI_LIB_NAMESPACE_BEGIN
  20. bool INativeTerrainProvider::isNativeTerrain(TerrainId terrain) const
  21. {
  22. auto native = getNativeTerrain();
  23. return native == terrain || native == ETerrainId::ANY_TERRAIN;
  24. }
  25. TerrainId AFactionMember::getNativeTerrain() const
  26. {
  27. constexpr auto any = TerrainId(ETerrainId::ANY_TERRAIN);
  28. const std::string cachingStringNoTerrainPenalty = "type_NO_TERRAIN_PENALTY_sANY";
  29. static const auto selectorNoTerrainPenalty = Selector::typeSubtype(Bonus::NO_TERRAIN_PENALTY, any);
  30. //this code is used in the CreatureTerrainLimiter::limit to setup battle bonuses
  31. //and in the CGHeroInstance::getNativeTerrain() to setup movement bonuses or/and penalties.
  32. return getBonusBearer()->hasBonus(selectorNoTerrainPenalty, cachingStringNoTerrainPenalty)
  33. ? any : VLC->factions()->getById(getFaction())->getNativeTerrain();
  34. }
  35. int32_t AFactionMember::magicResistance() const
  36. {
  37. si32 val = getBonusBearer()->valOfBonuses(Selector::type()(Bonus::MAGIC_RESISTANCE));
  38. vstd::amin (val, 100);
  39. return val;
  40. }
  41. int AFactionMember::getAttack(bool ranged) const
  42. {
  43. const std::string cachingStr = "type_PRIMARY_SKILLs_ATTACK";
  44. static const auto selector = Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
  45. return getBonusBearer()->valOfBonuses(selector, cachingStr);
  46. }
  47. int AFactionMember::getDefense(bool ranged) const
  48. {
  49. const std::string cachingStr = "type_PRIMARY_SKILLs_DEFENSE";
  50. static const auto selector = Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
  51. return getBonusBearer()->valOfBonuses(selector, cachingStr);
  52. }
  53. int AFactionMember::getMinDamage(bool ranged) const
  54. {
  55. const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_1";
  56. static const auto selector = Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1));
  57. return getBonusBearer()->valOfBonuses(selector, cachingStr);
  58. }
  59. int AFactionMember::getMaxDamage(bool ranged) const
  60. {
  61. const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_2";
  62. static const auto selector = Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2));
  63. return getBonusBearer()->valOfBonuses(selector, cachingStr);
  64. }
  65. int AFactionMember::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
  66. {
  67. static const CSelector selectorAllSkills = Selector::type()(Bonus::PRIMARY_SKILL);
  68. static const std::string keyAllSkills = "type_PRIMARY_SKILL";
  69. auto allSkills = getBonusBearer()->getBonuses(selectorAllSkills, keyAllSkills);
  70. auto ret = allSkills->valOfBonuses(Selector::subtype()(id));
  71. auto minSkillValue = (id == PrimarySkill::SPELL_POWER || id == PrimarySkill::KNOWLEDGE) ? 1 : 0;
  72. return std::max(ret, minSkillValue); //otherwise, some artifacts may cause negative skill value effect, sp=0 works in old saves
  73. }
  74. int AFactionMember::MoraleValAndBonusList(TConstBonusListPtr & bonusList) const
  75. {
  76. static const auto unaffectedByMoraleSelector = Selector::type()(Bonus::NON_LIVING).Or(Selector::type()(Bonus::UNDEAD))
  77. .Or(Selector::type()(Bonus::SIEGE_WEAPON)).Or(Selector::type()(Bonus::NO_MORALE));
  78. static const std::string cachingStrUn = "AFactionMember::unaffectedByMoraleSelector";
  79. auto unaffected = getBonusBearer()->hasBonus(unaffectedByMoraleSelector, cachingStrUn);
  80. if(unaffected)
  81. {
  82. if(bonusList && !bonusList->empty())
  83. bonusList = std::make_shared<const BonusList>();
  84. return 0;
  85. }
  86. static const auto moraleSelector = Selector::type()(Bonus::MORALE);
  87. static const std::string cachingStrMor = "type_MORALE";
  88. bonusList = getBonusBearer()->getBonuses(moraleSelector, cachingStrMor);
  89. return std::clamp(bonusList->totalValue(), -3, +3);
  90. }
  91. int AFactionMember::LuckValAndBonusList(TConstBonusListPtr & bonusList) const
  92. {
  93. if(getBonusBearer()->hasBonusOfType(Bonus::NO_LUCK))
  94. {
  95. if(bonusList && !bonusList->empty())
  96. bonusList = std::make_shared<const BonusList>();
  97. return 0;
  98. }
  99. static const auto luckSelector = Selector::type()(Bonus::LUCK);
  100. static const std::string cachingStrLuck = "type_LUCK";
  101. bonusList = getBonusBearer()->getBonuses(luckSelector, cachingStrLuck);
  102. return std::clamp(bonusList->totalValue(), -3, +3);
  103. }
  104. int AFactionMember::MoraleVal() const
  105. {
  106. TConstBonusListPtr tmp = nullptr;
  107. return MoraleValAndBonusList(tmp);
  108. }
  109. int AFactionMember::LuckVal() const
  110. {
  111. TConstBonusListPtr tmp = nullptr;
  112. return LuckValAndBonusList(tmp);
  113. }
  114. ui32 ACreature::MaxHealth() const
  115. {
  116. const std::string cachingStr = "type_STACK_HEALTH";
  117. static const auto selector = Selector::type()(Bonus::STACK_HEALTH);
  118. auto value = getBonusBearer()->valOfBonuses(selector, cachingStr);
  119. return std::max(1, value); //never 0
  120. }
  121. ui32 ACreature::Speed(int turn, bool useBind) const
  122. {
  123. //war machines cannot move
  124. if(getBonusBearer()->hasBonus(Selector::type()(Bonus::SIEGE_WEAPON).And(Selector::turns(turn))))
  125. {
  126. return 0;
  127. }
  128. //bind effect check - doesn't influence stack initiative
  129. if(useBind && getBonusBearer()->hasBonus(Selector::type()(Bonus::BIND_EFFECT).And(Selector::turns(turn))))
  130. {
  131. return 0;
  132. }
  133. return getBonusBearer()->valOfBonuses(Selector::type()(Bonus::STACKS_SPEED).And(Selector::turns(turn)));
  134. }
  135. bool ACreature::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation
  136. {
  137. static const std::string cachingStr = "ACreature::isLiving";
  138. static const CSelector selector = Selector::type()(Bonus::UNDEAD)
  139. .Or(Selector::type()(Bonus::NON_LIVING))
  140. .Or(Selector::type()(Bonus::GARGOYLE))
  141. .Or(Selector::type()(Bonus::SIEGE_WEAPON));
  142. return !getBonusBearer()->hasBonus(selector, cachingStr);
  143. }
  144. VCMI_LIB_NAMESPACE_END