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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 "bonuses/HeroBonus.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 IFactionMember::getNativeTerrain() const
- {
- constexpr auto any = TerrainId(ETerrainId::ANY_TERRAIN);
- const std::string cachingStringNoTerrainPenalty = "type_NO_TERRAIN_PENALTY_sANY";
- static const auto selectorNoTerrainPenalty = Selector::typeSubtype(Bonus::NO_TERRAIN_PENALTY, any);
- //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)
- ? any : VLC->factions()->getById(getFaction())->getNativeTerrain();
- }
- int32_t IFactionMember::magicResistance() const
- {
- si32 val = getBonusBearer()->valOfBonuses(Selector::type()(Bonus::MAGIC_RESISTANCE));
- vstd::amin (val, 100);
- return val;
- }
- int IFactionMember::getAttack(bool ranged) const
- {
- const std::string cachingStr = "type_PRIMARY_SKILLs_ATTACK";
- static const auto selector = Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
- return getBonusBearer()->valOfBonuses(selector, cachingStr);
- }
- int IFactionMember::getDefense(bool ranged) const
- {
- const std::string cachingStr = "type_PRIMARY_SKILLs_DEFENSE";
- static const auto selector = Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
- return getBonusBearer()->valOfBonuses(selector, cachingStr);
- }
- int IFactionMember::getMinDamage(bool ranged) const
- {
- const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_1";
- static const auto selector = Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1));
- return getBonusBearer()->valOfBonuses(selector, cachingStr);
- }
- int IFactionMember::getMaxDamage(bool ranged) const
- {
- const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_2";
- static const auto selector = Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2));
- return getBonusBearer()->valOfBonuses(selector, cachingStr);
- }
- int IFactionMember::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
- {
- static const CSelector selectorAllSkills = Selector::type()(Bonus::PRIMARY_SKILL);
- static const std::string keyAllSkills = "type_PRIMARY_SKILL";
- auto allSkills = getBonusBearer()->getBonuses(selectorAllSkills, keyAllSkills);
- auto ret = allSkills->valOfBonuses(Selector::subtype()(id));
- auto minSkillValue = (id == PrimarySkill::SPELL_POWER || id == PrimarySkill::KNOWLEDGE) ? 1 : 0;
- return std::max(ret, minSkillValue); //otherwise, some artifacts may cause negative skill value effect, sp=0 works in old saves
- }
- ui32 ICreature::MaxHealth() const
- {
- const std::string cachingStr = "type_STACK_HEALTH";
- static const auto selector = Selector::type()(Bonus::STACK_HEALTH);
- auto value = getBonusBearer()->valOfBonuses(selector, cachingStr);
- return std::max(1, value); //never 0
- }
- ui32 ICreature::Speed(int turn, bool useBind) const
- {
- //war machines cannot move
- if(getBonusBearer()->hasBonus(Selector::type()(Bonus::SIEGE_WEAPON).And(Selector::turns(turn))))
- {
- return 0;
- }
- //bind effect check - doesn't influence stack initiative
- if(useBind && getBonusBearer()->hasBonus(Selector::type()(Bonus::BIND_EFFECT).And(Selector::turns(turn))))
- {
- return 0;
- }
- return getBonusBearer()->valOfBonuses(Selector::type()(Bonus::STACKS_SPEED).And(Selector::turns(turn)));
- }
- bool ICreature::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation
- {
- static const std::string cachingStr = "IBonusBearer::isLiving";
- static const CSelector selector = Selector::type()(Bonus::UNDEAD)
- .Or(Selector::type()(Bonus::NON_LIVING))
- .Or(Selector::type()(Bonus::GARGOYLE))
- .Or(Selector::type()(Bonus::SIEGE_WEAPON));
- return !getBonusBearer()->hasBonus(selector, cachingStr);
- }
- VCMI_LIB_NAMESPACE_END
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