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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 "GameSettings.h"
- #include "JsonNode.h"
- #include "bonuses/BonusList.h"
- #include "bonuses/Bonus.h"
- #include "bonuses/IBonusBearer.h"
- #include "bonuses/BonusSubtypes.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
- {
- constexpr auto any = TerrainId(ETerrainId::ANY_TERRAIN);
- const std::string cachingStringNoTerrainPenalty = "type_NO_TERRAIN_PENALTY_sANY";
- static const auto selectorNoTerrainPenalty = Selector::typeSubtype(BonusType::NO_TERRAIN_PENALTY, TBonusSubtype(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 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, TBonusSubtype(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, TBonusSubtype(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, BonusSubtypes::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusSubtypes::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, BonusSubtypes::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusSubtypes::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()(TBonusSubtype(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
- }
- int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
- {
- static const auto unaffectedByMoraleSelector = Selector::type()(BonusType::NON_LIVING).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);
- int32_t maxGoodMorale = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE).size();
- int32_t maxBadMorale = -VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE).size();
- return std::clamp(bonusList->totalValue(), maxBadMorale, maxGoodMorale);
- }
- int AFactionMember::luckValAndBonusList(TConstBonusListPtr & bonusList) const
- {
- 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);
- int32_t maxGoodLuck = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE).size();
- int32_t maxBadLuck = -VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE).size();
- 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::speed(int turn, bool useBind) const
- {
- //war machines cannot move
- if(getBonusBearer()->hasBonus(Selector::type()(BonusType::SIEGE_WEAPON).And(Selector::turns(turn))))
- {
- return 0;
- }
- //bind effect check - doesn't influence stack initiative
- if(useBind && 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::GARGOYLE))
- .Or(Selector::type()(BonusType::SIEGE_WEAPON));
- return !getBonusBearer()->hasBonus(selector, cachingStr);
- }
- VCMI_LIB_NAMESPACE_END
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