BasicTypes.cpp 6.8 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 "JsonNode.h"
  15. #include "bonuses/BonusList.h"
  16. #include "bonuses/Bonus.h"
  17. #include "bonuses/IBonusBearer.h"
  18. #include "bonuses/BonusSubtypes.h"
  19. #include <vcmi/Creature.h>
  20. #include <vcmi/Faction.h>
  21. #include <vcmi/FactionMember.h>
  22. #include <vcmi/FactionService.h>
  23. VCMI_LIB_NAMESPACE_BEGIN
  24. bool INativeTerrainProvider::isNativeTerrain(TerrainId terrain) const
  25. {
  26. auto native = getNativeTerrain();
  27. return native == terrain || native == ETerrainId::ANY_TERRAIN;
  28. }
  29. TerrainId AFactionMember::getNativeTerrain() const
  30. {
  31. constexpr auto any = TerrainId(ETerrainId::ANY_TERRAIN);
  32. const std::string cachingStringNoTerrainPenalty = "type_NO_TERRAIN_PENALTY_sANY";
  33. static const auto selectorNoTerrainPenalty = Selector::typeSubtype(BonusType::NO_TERRAIN_PENALTY, TBonusSubtype(any));
  34. //this code is used in the CreatureTerrainLimiter::limit to setup battle bonuses
  35. //and in the CGHeroInstance::getNativeTerrain() to setup movement bonuses or/and penalties.
  36. return getBonusBearer()->hasBonus(selectorNoTerrainPenalty, cachingStringNoTerrainPenalty)
  37. ? any : VLC->factions()->getById(getFaction())->getNativeTerrain();
  38. }
  39. int32_t AFactionMember::magicResistance() const
  40. {
  41. si32 val = getBonusBearer()->valOfBonuses(Selector::type()(BonusType::MAGIC_RESISTANCE));
  42. vstd::amin (val, 100);
  43. return val;
  44. }
  45. int AFactionMember::getAttack(bool ranged) const
  46. {
  47. const std::string cachingStr = "type_PRIMARY_SKILLs_ATTACK";
  48. static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, TBonusSubtype(PrimarySkill::ATTACK));
  49. return getBonusBearer()->valOfBonuses(selector, cachingStr);
  50. }
  51. int AFactionMember::getDefense(bool ranged) const
  52. {
  53. const std::string cachingStr = "type_PRIMARY_SKILLs_DEFENSE";
  54. static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, TBonusSubtype(PrimarySkill::DEFENSE));
  55. return getBonusBearer()->valOfBonuses(selector, cachingStr);
  56. }
  57. int AFactionMember::getMinDamage(bool ranged) const
  58. {
  59. const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_1";
  60. static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusSubtypes::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusSubtypes::creatureDamageMin));
  61. return getBonusBearer()->valOfBonuses(selector, cachingStr);
  62. }
  63. int AFactionMember::getMaxDamage(bool ranged) const
  64. {
  65. const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_2";
  66. static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusSubtypes::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusSubtypes::creatureDamageMax));
  67. return getBonusBearer()->valOfBonuses(selector, cachingStr);
  68. }
  69. int AFactionMember::getPrimSkillLevel(PrimarySkill id) const
  70. {
  71. static const CSelector selectorAllSkills = Selector::type()(BonusType::PRIMARY_SKILL);
  72. static const std::string keyAllSkills = "type_PRIMARY_SKILL";
  73. auto allSkills = getBonusBearer()->getBonuses(selectorAllSkills, keyAllSkills);
  74. auto ret = allSkills->valOfBonuses(Selector::subtype()(TBonusSubtype(id)));
  75. auto minSkillValue = (id == PrimarySkill::SPELL_POWER || id == PrimarySkill::KNOWLEDGE) ? 1 : 0;
  76. return std::max(ret, minSkillValue); //otherwise, some artifacts may cause negative skill value effect, sp=0 works in old saves
  77. }
  78. int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
  79. {
  80. static const auto unaffectedByMoraleSelector = Selector::type()(BonusType::NON_LIVING).Or(Selector::type()(BonusType::UNDEAD))
  81. .Or(Selector::type()(BonusType::SIEGE_WEAPON)).Or(Selector::type()(BonusType::NO_MORALE));
  82. static const std::string cachingStrUn = "AFactionMember::unaffectedByMoraleSelector";
  83. auto unaffected = getBonusBearer()->hasBonus(unaffectedByMoraleSelector, cachingStrUn);
  84. if(unaffected)
  85. {
  86. if(bonusList && !bonusList->empty())
  87. bonusList = std::make_shared<const BonusList>();
  88. return 0;
  89. }
  90. static const auto moraleSelector = Selector::type()(BonusType::MORALE);
  91. static const std::string cachingStrMor = "type_MORALE";
  92. bonusList = getBonusBearer()->getBonuses(moraleSelector, cachingStrMor);
  93. int32_t maxGoodMorale = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE).size();
  94. int32_t maxBadMorale = -VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE).size();
  95. return std::clamp(bonusList->totalValue(), maxBadMorale, maxGoodMorale);
  96. }
  97. int AFactionMember::luckValAndBonusList(TConstBonusListPtr & bonusList) const
  98. {
  99. if(getBonusBearer()->hasBonusOfType(BonusType::NO_LUCK))
  100. {
  101. if(bonusList && !bonusList->empty())
  102. bonusList = std::make_shared<const BonusList>();
  103. return 0;
  104. }
  105. static const auto luckSelector = Selector::type()(BonusType::LUCK);
  106. static const std::string cachingStrLuck = "type_LUCK";
  107. bonusList = getBonusBearer()->getBonuses(luckSelector, cachingStrLuck);
  108. int32_t maxGoodLuck = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE).size();
  109. int32_t maxBadLuck = -VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE).size();
  110. return std::clamp(bonusList->totalValue(), maxBadLuck, maxGoodLuck);
  111. }
  112. int AFactionMember::moraleVal() const
  113. {
  114. TConstBonusListPtr tmp = nullptr;
  115. return moraleValAndBonusList(tmp);
  116. }
  117. int AFactionMember::luckVal() const
  118. {
  119. TConstBonusListPtr tmp = nullptr;
  120. return luckValAndBonusList(tmp);
  121. }
  122. ui32 ACreature::getMaxHealth() const
  123. {
  124. const std::string cachingStr = "type_STACK_HEALTH";
  125. static const auto selector = Selector::type()(BonusType::STACK_HEALTH);
  126. auto value = getBonusBearer()->valOfBonuses(selector, cachingStr);
  127. return std::max(1, value); //never 0
  128. }
  129. ui32 ACreature::speed(int turn, bool useBind) const
  130. {
  131. //war machines cannot move
  132. if(getBonusBearer()->hasBonus(Selector::type()(BonusType::SIEGE_WEAPON).And(Selector::turns(turn))))
  133. {
  134. return 0;
  135. }
  136. //bind effect check - doesn't influence stack initiative
  137. if(useBind && getBonusBearer()->hasBonus(Selector::type()(BonusType::BIND_EFFECT).And(Selector::turns(turn))))
  138. {
  139. return 0;
  140. }
  141. return getBonusBearer()->valOfBonuses(Selector::type()(BonusType::STACKS_SPEED).And(Selector::turns(turn)));
  142. }
  143. bool ACreature::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation
  144. {
  145. static const std::string cachingStr = "ACreature::isLiving";
  146. static const CSelector selector = Selector::type()(BonusType::UNDEAD)
  147. .Or(Selector::type()(BonusType::NON_LIVING))
  148. .Or(Selector::type()(BonusType::GARGOYLE))
  149. .Or(Selector::type()(BonusType::SIEGE_WEAPON));
  150. return !getBonusBearer()->hasBonus(selector, cachingStr);
  151. }
  152. VCMI_LIB_NAMESPACE_END