BasicTypes.cpp 6.7 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 "IGameSettings.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. //this code is used in the CreatureTerrainLimiter::limit to setup battle bonuses
  30. //and in the CGHeroInstance::getNativeTerrain() to setup movement bonuses or/and penalties.
  31. return getBonusBearer()->hasBonusOfType(BonusType::TERRAIN_NATIVE)
  32. ? TerrainId::ANY_TERRAIN : getFactionID().toEntity(VLC)->getNativeTerrain();
  33. }
  34. int32_t AFactionMember::magicResistance() const
  35. {
  36. si32 val = getBonusBearer()->valOfBonuses(BonusType::MAGIC_RESISTANCE);
  37. vstd::amin (val, 100);
  38. return val;
  39. }
  40. int AFactionMember::getAttack(bool ranged) const
  41. {
  42. return getBonusBearer()->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::ATTACK));
  43. }
  44. int AFactionMember::getDefense(bool ranged) const
  45. {
  46. return getBonusBearer()->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::DEFENSE));
  47. }
  48. int AFactionMember::getMinDamage(bool ranged) const
  49. {
  50. const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_1";
  51. static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageMin));
  52. return getBonusBearer()->valOfBonuses(selector, cachingStr);
  53. }
  54. int AFactionMember::getMaxDamage(bool ranged) const
  55. {
  56. const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_2";
  57. static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageMax));
  58. return getBonusBearer()->valOfBonuses(selector, cachingStr);
  59. }
  60. int AFactionMember::getPrimSkillLevel(PrimarySkill id) const
  61. {
  62. auto allSkills = getBonusBearer()->getBonusesOfType(BonusType::PRIMARY_SKILL);
  63. int ret = allSkills->valOfBonuses(Selector::subtype()(BonusSubtypeID(id)));
  64. int minSkillValue = VLC->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, id.getNum());
  65. return std::max(ret, minSkillValue); //otherwise, some artifacts may cause negative skill value effect, sp=0 works in old saves
  66. }
  67. int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
  68. {
  69. int32_t maxGoodMorale = VLC->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE).size();
  70. int32_t maxBadMorale = - (int32_t) VLC->engineSettings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE).size();
  71. if(getBonusBearer()->hasBonusOfType(BonusType::MAX_MORALE))
  72. {
  73. if(bonusList && !bonusList->empty())
  74. bonusList = std::make_shared<const BonusList>();
  75. return maxGoodMorale;
  76. }
  77. static const auto unaffectedByMoraleSelector = Selector::type()(BonusType::NON_LIVING).Or(Selector::type()(BonusType::MECHANICAL)).Or(Selector::type()(BonusType::UNDEAD))
  78. .Or(Selector::type()(BonusType::SIEGE_WEAPON)).Or(Selector::type()(BonusType::NO_MORALE));
  79. static const std::string cachingStrUn = "AFactionMember::unaffectedByMoraleSelector";
  80. auto unaffected = getBonusBearer()->hasBonus(unaffectedByMoraleSelector, cachingStrUn);
  81. if(unaffected)
  82. {
  83. if(bonusList && !bonusList->empty())
  84. bonusList = std::make_shared<const BonusList>();
  85. return 0;
  86. }
  87. bonusList = getBonusBearer()->getBonusesOfType(BonusType::MORALE);
  88. return std::clamp(bonusList->totalValue(), maxBadMorale, maxGoodMorale);
  89. }
  90. int AFactionMember::luckValAndBonusList(TConstBonusListPtr & bonusList) const
  91. {
  92. int32_t maxGoodLuck = VLC->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE).size();
  93. int32_t maxBadLuck = - (int32_t) VLC->engineSettings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE).size();
  94. if(getBonusBearer()->hasBonusOfType(BonusType::MAX_LUCK))
  95. {
  96. if(bonusList && !bonusList->empty())
  97. bonusList = std::make_shared<const BonusList>();
  98. return maxGoodLuck;
  99. }
  100. if(getBonusBearer()->hasBonusOfType(BonusType::NO_LUCK))
  101. {
  102. if(bonusList && !bonusList->empty())
  103. bonusList = std::make_shared<const BonusList>();
  104. return 0;
  105. }
  106. bonusList = getBonusBearer()->getBonusesOfType(BonusType::LUCK);
  107. return std::clamp(bonusList->totalValue(), maxBadLuck, maxGoodLuck);
  108. }
  109. int AFactionMember::moraleVal() const
  110. {
  111. TConstBonusListPtr tmp = nullptr;
  112. return moraleValAndBonusList(tmp);
  113. }
  114. int AFactionMember::luckVal() const
  115. {
  116. TConstBonusListPtr tmp = nullptr;
  117. return luckValAndBonusList(tmp);
  118. }
  119. ui32 ACreature::getMaxHealth() const
  120. {
  121. auto value = getBonusBearer()->valOfBonuses(BonusType::STACK_HEALTH);
  122. return std::max(1, value); //never 0
  123. }
  124. ui32 ACreature::getMovementRange() const
  125. {
  126. //war machines cannot move
  127. if (getBonusBearer()->hasBonusOfType(BonusType::SIEGE_WEAPON))
  128. return 0;
  129. if (getBonusBearer()->hasBonusOfType(BonusType::BIND_EFFECT))
  130. return 0;
  131. return getBonusBearer()->valOfBonuses(BonusType::STACKS_SPEED);
  132. }
  133. ui32 ACreature::getMovementRange(int turn) const
  134. {
  135. if (turn == 0)
  136. return getMovementRange();
  137. const std::string cachingStrSW = "type_SIEGE_WEAPON_turns_" + std::to_string(turn);
  138. const std::string cachingStrBE = "type_BIND_EFFECT_turns_" + std::to_string(turn);
  139. const std::string cachingStrSS = "type_STACKS_SPEED_turns_" + std::to_string(turn);
  140. //war machines cannot move
  141. if(getBonusBearer()->hasBonus(Selector::type()(BonusType::SIEGE_WEAPON).And(Selector::turns(turn)), cachingStrSW))
  142. return 0;
  143. if(getBonusBearer()->hasBonus(Selector::type()(BonusType::BIND_EFFECT).And(Selector::turns(turn)), cachingStrBE))
  144. return 0;
  145. return getBonusBearer()->valOfBonuses(Selector::type()(BonusType::STACKS_SPEED).And(Selector::turns(turn)), cachingStrSS);
  146. }
  147. bool ACreature::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation
  148. {
  149. static const std::string cachingStr = "ACreature::isLiving";
  150. static const CSelector selector = Selector::type()(BonusType::UNDEAD)
  151. .Or(Selector::type()(BonusType::NON_LIVING))
  152. .Or(Selector::type()(BonusType::MECHANICAL))
  153. .Or(Selector::type()(BonusType::GARGOYLE))
  154. .Or(Selector::type()(BonusType::SIEGE_WEAPON));
  155. return !getBonusBearer()->hasBonus(selector, cachingStr);
  156. }
  157. VCMI_LIB_NAMESPACE_END